private void DropPowerup(Enemy e)
 {
     int r = randomGenerator.Next(0, 100);
     if (r >= 0 && r < 10)
     {
         playerInteractableList.Add(new HealthPowerup(HEALTH_POWER_DATA, e.Position, new Vector2(0, -1), (float)(Math.PI / 2), healthPowerup, gameTimer.RawTime));
     }
 }
        protected override void LoadContent()
        {
            base.LoadContent();

            graphics.PreferredBackBufferHeight = (graphics.GraphicsDevice.DisplayMode.Height - (graphics.GraphicsDevice.DisplayMode.Height / 9));
            graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width - (graphics.GraphicsDevice.DisplayMode.Width / 7);
            graphics.ApplyChanges();

            playerBrigTexture = Content.Load<Texture2D>("PlayerImages/Brig2_1");
            enemyBrigTexture = Content.Load<Texture2D>("EnemyImages/Brig2_1 - Enemy");
            enemyCBTexture = Content.Load<Texture2D>("CannonBall_Enemy");
            playerCBTexture = Content.Load<Texture2D>("CannonBall");

            player = new Player_Brig(Content.Load<PlayerData>("ObjectDataFiles/Player_Brig_TestData"), playerBrigTexture, playerCBTexture);
            player.setPosition(new Vector2(290, 537));
            enemy = new Enemy_Brig(Content.Load<EnemyData>("ObjectDataFiles/Enemy_Brig_TestData"), enemyBrigTexture, enemyCBTexture);
            enemy.setPosition(new Vector2(graphics.PreferredBackBufferWidth / 2 - enemyBrigTexture.Width / 2, graphics.PreferredBackBufferHeight / 2 - enemyBrigTexture.Height / 2));
        }
Example #3
0
 private void DropPowerup(Enemy e)
 {
     int r = randomGenerator.Next(0, 100);
     if (r >= 0 && r < 10)
     {
         playerInteractableList.Add(new HealthPowerup(e.Position, new Vector2(0, -1), (float)(Math.PI / 2), healthPowerup));
     }
 }