public void Initialize(Animation animation, Vector2 position) { this.playerAnimation = animation; this.Position = position; this.Active = true; this.Health = 100; }
public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; Position = position; Active = true; Health = 100; }
public void Initialize(Animation animation, Vector2 Initializedposition) { PlayerAnimation = animation; Position = Initializedposition; Active = true; Health = 1;//GUILE THEME! Weapon = 1; }
public override void Initialize(Animation animation, Vector2 startPos) { health = 10; damage = 10; speed = 120f; pointValue = 100; base.Initialize(animation, startPos); }
// Ініціалізація public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; // Стартова позиція Position = position; // Стан - активний Active = true; // Здоров'я 100 Health = 100; }
public void Initialize(Animation animation, Vector2 position) { EnemyAnimation = animation; Position = position; Active = true; Health = 10; Damage = 10; enemyMoveSpeed = 6f; Value = 100; }
public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; //Set starting position of player to argument position Position = position; //Player is active Active = true; //Has 100 health Health = 100; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); // TODO: use this.Content to load your game content here }
public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; // Set the starting position of the player around the middle of thescreen and to the back Position = position; // Set the player to be active Active = true; // Set the player health Health = 100; }
public void Initialize(Animation playerAnimation, Vector2 position) { //Assign the texture to the object this.playerAnimation = playerAnimation; //Set The Starting position of the player around playerPosition = position; //Set The player to be active isActive = true; //Set the player's HP playerHitpoints = 100; }
public override void Initialize(Animation animation, Vector2 position, float df) { // Load the power up texture powerUpAnimation = animation; // Set the position of the power up powerUpPosition = position; // We initialize the power up to be active so it will be update in the game powerUpActive = true; // Set how fast the power up moves powerUpMoveSpeedX = 4f * df; powerUpMoveSpeedY = 2f * df; }
// *** have to pass in Texture2D texture if you want regular texture public void Initialize(Animation animation, Vector2 position) { //PlayerTexture = texture; *** used for just plain texture PlayerAnimation = animation; // Set the starting position of the player around the middle of the screen and to the back Position = position; // Set the player to be active Active = true; // Set the player health Health = 100; }
public void Initialize(Animation animation, Vector2 position) { // Load the enemy ship texture EnemyAnimation = animation; // Set the position of the enemy Position = position; // We initialize the enemy to be active so it will be update in the game Active = true; // Set how fast the enemy moves enemyMoveSpeed = 1.3f; random = new Random(); }
public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; //Stop the player animation rotating to much //PlayerAnimation.Rotation = MathHelper.Clamp(PlayerAnimation.Rotation, -0.4f, 0.4f); // Set the starting position of the player around the middle of the screen and to the back Position = position; random = new Random(); // Set the player to be active Active = true; // Set the player health Health = 100; }
public void Initialize(Animation animation, Vector2 position, int health, float moveSpeed) { // Завантаження текстури EnemyAnimation = animation; // Стартова позиція Position = position; // Стан - активний Active = true; // Здоров'я Health = health; // Пошкодження Damage = 10; // Швидкість enemyMoveSpeed = moveSpeed; // Кількість очок Value = 100; // Швидкість руху по вертикалі Random rnd = new Random(); enemyMoveSpeedY = (float)(rnd.Next(-2, 2) * 0.4); }
public void Initialize(Animation animation, Vector2 position) { // Load the Boss ship texture BossAnimation = animation; // Set the position of the Boss Position = position; // We initialize the Boss to be active so it will be update in the game Active = true; // Set the health of the Boss Health = 10; // Set the amount of damage the Boss can do Damage = 10; // Set how fast the Boss moves BossMoveSpeed = 6f; // Set the score value of the Boss Value = 100; }
public void Initalize(Animation animation, Vector2 position) { // Load the enemy ship texture EnemyAnimation = animation; // Set the position of the enemy Position = position; // We initalize the enemy to be active so it will be updated in the game Active = true; // Set the health of the enemy Health = 10; // Set the amount of damage the enemy can do Damage = 10; // Set how fast the enemy moves enemyMoveSpeed = 6f; // Set the score value of the enemy Value = 100; }
//Ignore error about needing 'new' public override void Initialize(Animation animation, Vector2 position, float df) { // Load the enemy ship texture EnemyAnimation = animation; // Set the position of the enemy Position = position; // We initialize the enemy to be active so it will be update in the game Active = true; // Set the health of the enemy Health = 50 * df; // Set the amount of damage the enemy can do Damage = 30 * df; // Set how fast the enemy moves enemyMoveSpeedX = 1f * df; // Set the score value of the enemy Value = 500 * df; }
//============================================================================================================================== private void AddHeavyEnemy() { // Create the animation object Animation heavyEnemyAnimation = new Animation(); // Initialize the animation with the correct animation information heavyEnemyAnimation.Initialize(heavyEnemyTexture, Vector2.Zero, heavyEnemyTexture.Width, heavyEnemyTexture.Height, 1, 30, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + heavyEnemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy HeavyEnemy heavyEnemy = new HeavyEnemy(); // Initialize the enemy heavyEnemy.Initialize(heavyEnemyAnimation, position, difficultyFactor); // Add the heavyEnemy to the active enemies list heavyEnemies.Add(heavyEnemy); }
private void AddExplosion(Vector2 position) { Animation explosion = new Animation(); explosion.Initialize(explosionTexture, position, 134, 134, 12, 45, Color.White, 1f, false); explosions.Add(explosion); if (Game1.WithSound) { // Play the explosion sound explosionSound.Play(); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Load the player resources Animation playerAnimation = new Animation(); Animation player2Animation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); Texture2D player2Texture = Content.Load<Texture2D>("shipAnimation2"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); enemyTexture = Content.Load<Texture2D>("mineAnimation"); player2Animation.Initialize(player2Texture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); Vector2 player2Position = new Vector2(GraphicsDevice.Viewport.Width + (50), GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); player2.Initialize(player2Animation,player2Position); // Load the parallaxing background bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2); mainBackground = Content.Load<Texture2D>("mainbackground"); spriteBatch = new SpriteBatch(GraphicsDevice); projectileTexture = Content.Load<Texture2D>("laser"); explosionTexture = Content.Load<Texture2D>("explosion"); // Load the music gameplayMusic = Content.Load<Song>("sound/gameMusic"); // Load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); font = Content.Load<SpriteFont>("gameFont"); // Start the music right away PlayMusic(gameplayMusic); // TODO: use this.Content to load your game content here }
public override void LoadContent() { //////******************* INIT player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.25f); explosions = new List<Animation>(); score = 0; //////////******************* LOAD if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = ScreenManager.SpriteBatch; //player.Initialize(Content.Load<Texture2D>("player"), playerPosition); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); // Load the parallaxing background bgLayer1.Initialize(Content, "bgLayer1", ScreenManager.GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bgLayer2", ScreenManager.GraphicsDevice.Viewport.Width, -2); mainBackground = Content.Load<Texture2D>("mainbackground"); enemyTexture = Content.Load<Texture2D>("mineAnimation"); projectileTexture = Content.Load<Texture2D>("laser"); explosionTexture = Content.Load<Texture2D>("explosion"); // Load the score font font = Content.Load<SpriteFont>("gameFont"); // Load the music gameplayMusic = Content.Load<Song>("sound/gameMusic"); // Load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); SoundEffect.MasterVolume = (float)Game1.VolumeSound / 100; // Start the music right away PlayMusic(gameplayMusic); }
private void AddEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, ScreenManager.GraphicsDevice.Viewport.Height - 100)); // Create an enemy Enemy enemy = new Enemy(); // Initialize the enemy enemy.Initialize(enemyAnimation, position); // Add the enemy to the active enemies list enemies.Add(enemy); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); LoadPlayer(); bgLayer1.Initialize(Content, "Graphics\\bgLayer1", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 1); bgLayer2.Initialize(Content, "Graphics\\bgLayer2", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 2); mainBackground = Content.Load <Texture2D>("Graphics\\Starbasesnow"); enemyTexture = Content.Load <Texture2D>("Graphics\\enemyAnimation"); shootingEnemy.LoadContent("Graphics\\shootingEnemy", Content); shootingEnemyAnimation = new Animation(); shootingEnemyAnimation.Initialize(shootingEnemy.Texture, Vector2.Zero, 300, 300, 1, 30, Color.White, 0.2f, true, 0, Vector2.Zero, SpriteEffects.None, 0); enemyCount = 0; laserTexture = Content.Load <Texture2D>("Graphics\\laser"); enemyLaserTexture = Content.Load <Texture2D>("Graphics\\enemyLaser"); healer.LoadContent("Graphics\\healer", Content); healerAnimation = new Animation(); healerAnimation.Initialize(healer.Texture, Vector2.Zero, 155, 114, 3, 30, Color.White, 0.37f, true, 0, Vector2.Zero, SpriteEffects.None, 0); bomb.LoadContent("Graphics\\galaxy", Content); bombAnimation = new Animation(); bombAnimation.Initialize(bomb.Texture, Vector2.Zero, 256, 256, 15, 30, Color.White, 0.42f, true, 0, Vector2.Zero, SpriteEffects.None, 0); for (int i = 0; i < asteroids.Length; i++) { asteroids[i] = new Asteroids(); asteroidsAnimation[i] = new Animation(); } asteroids[0].LoadContent("Graphics\\aestroid1", Content); asteroidsAnimation[0].Initialize(asteroids[0].Texture, Vector2.Zero, 447, 390, 1, 30, Color.White, 0.14f, true, 0, new Vector2(asteroids[0].Texture.Width / 2, asteroids[0].Texture.Height / 2), SpriteEffects.None, 0); asteroids[1].LoadContent("Graphics\\aestroid2", Content); asteroidsAnimation[1].Initialize(asteroids[1].Texture, Vector2.Zero, 424, 349, 1, 30, Color.White, 0.13f, true, 0, new Vector2(asteroids[1].Texture.Width / 2, asteroids[1].Texture.Height / 2), SpriteEffects.None, 0); asteroids[2].LoadContent("Graphics\\aestroid3", Content); asteroidsAnimation[2].Initialize(asteroids[2].Texture, Vector2.Zero, 394, 323, 1, 30, Color.White, 0.14f, true, 0, new Vector2(asteroids[2].Texture.Width / 2, asteroids[2].Texture.Height / 2), SpriteEffects.None, 0); enemyExplosionTexture = Content.Load <Texture2D>("Graphics\\explosion"); allyExplosionTexture = Content.Load <Texture2D>("Graphics\\blueExplosion"); brownAsteroidTexture = Content.Load <Texture2D>("Graphics\\brownExplosion"); greyAsteroidTexture = Content.Load <Texture2D>("Graphics\\greyExplosion"); playButton = new Button("Graphics\\playButton", new Vector2((GraphicsDevice.Viewport.TitleSafeArea.Width / 2), 250), Content, 0.9f, 1f); exitButton = new Button("Graphics\\exitButton", new Vector2((GraphicsDevice.Viewport.TitleSafeArea.Width / 2), 390), Content, 0.9f, 1f); healthBar = new HealthBar("Graphics\\healthBar2", Content, 262, 41, 0.8f, new Vector2(458, 5)); playButtonSound = new Sound(Content, "Sounds\\button", 0.3f, false); exitButtonSound = new Sound(Content, "Sounds\\button", 0.3f, false); playerLaserSound = new Sound(Content, "Sounds\\laser", 0.16f, false); enemyLaserSound = new Sound(Content, "Sounds\\enemyLaser", 0.17f, false); asteroidExplosionSound = new Sound(Content, "Sounds\\asteroidExplosion", 0.17f, false); shootingEnemyExplosionSound = new Sound(Content, "Sounds\\asteroidExplosion", 0.17f, false); bigBombSound = new Sound(Content, "Sounds\\bigBomb", 0.25f, false); healerCollisionSound = new Sound(Content, "Sounds\\health", 0.25f, false); playerExplosionSound = new Sound(Content, "Sounds\\playerExplosion", 0.3f, false); injuredPlayerSound = new Sound(Content, "Sounds\\injuredPlayer", 0.27f, false); gameMusic = new GameMusic(Content, "Sounds\\gameMusic", 0.35f, true); font = Content.Load <SpriteFont>("Text"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); m_effect = Content.Load<Effect>("Effects/standard"); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); // Load the parallaxing background bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2); mainBackground = Content.Load<Texture2D>("mainbackground"); enemyTexture = Content.Load<Texture2D>("mineAnimation"); //load the projectile graphic projectileTexture = Content.Load<Texture2D>("laser"); explosionTexture = Content.Load<Texture2D>("explosion"); //loud music gameplayMusic = Content.Load<Song>("sound/gameMusic"); //load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserfire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); // start the music right away PlayMusic(gameplayMusic); //load the score font font = Content.Load<SpriteFont>("gameFont"); }
//============================================================================================================================== private void AddRapidFirePowerUp() { // Create the animation object Animation rapidFirePowerUpAnimation = new Animation(); // Initialize the animation with the correct animation information rapidFirePowerUpAnimation.Initialize(rapidFirePowerUpTexture, Vector2.Zero, rapidFirePowerUpTexture.Width, rapidFirePowerUpTexture.Height, 1, 30, Color.White, 1f, true); // Randomly generate the position of the rapid fire power up Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + rapidFirePowerUpTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create a power up RapidFirePowerUp rapidFirePowerUp = new RapidFirePowerUp(); // Initialize the rapid fire power up rapidFirePowerUp.Initialize(rapidFirePowerUpAnimation, position, difficultyFactor); // Add the missile power up to the active power up list rapidFirePowerUps.Add(rapidFirePowerUp); }
private void AddEnemy() { Animation enemyAnimation = new Animation(); enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); Enemy enemy = new Enemy(); enemy.Initialize(enemyAnimation, position); enemies.Add(enemy); }
//============================================================================================================================================= private void AddDiagonal() { // Create the animation object Animation DiagonalAnimation = new Animation(); // Initialize the animation with the correct animation information DiagonalAnimation.Initialize(diagonalTexture, Vector2.Zero, diagonalTexture.Width, diagonalTexture.Height, 1, 30, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + diagonalTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy Diagonal diagonal = new Diagonal(); // Initialize the enemy diagonal.Initialize(DiagonalAnimation, position, difficultyFactor); // Add the digonal to the active enemies list diagonals.Add(diagonal); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2); enemyTexture = Content.Load<Texture2D>("mineAnimation"); projectileTexture = Content.Load<Texture2D>("laser"); explosionTexture = Content.Load<Texture2D>("explosion"); gameplayMusic = Content.Load<Song>("sound/gameMusic"); laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); PlayMusic(gameplayMusic); font = Content.Load<SpriteFont>("gameFont"); mainBackground = Content.Load<Texture2D>("mainbackground"); // TODO: use this.Content to load your game content here }
//============================================================================================================================ protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 79, 58, 1, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); // Load the parallaxing background bgLayer1.Initialize(Content, "bglayer1", GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bglayer2", GraphicsDevice.Viewport.Width, -2); enemyTexture = Content.Load<Texture2D>("ship4"); heavyEnemyTexture = Content.Load<Texture2D>("bigShip"); diagonalTexture = Content.Load<Texture2D>("diagonal"); playerCutsceneTexture = Content.Load<Texture2D>("player"); transportTexture = Content.Load<Texture2D>("Ship5"); healthPowerUpTexture = Content.Load<Texture2D>("HealthPowerUp"); missilePowerUpTexture = Content.Load<Texture2D>("MissilePowerUp"); rapidFirePowerUpTexture = Content.Load<Texture2D>("rapidFirePowerUp"); projectileTexture = Content.Load<Texture2D>("laser1"); missileTexture = Content.Load<Texture2D>("rocket"); explosionTexture = Content.Load<Texture2D>("explosion"); // Load the music gameplayMusic = Content.Load<Song>("sound/gameMusic"); cryingSound = Content.Load<Song>("sound/crying_loud_male"); // Load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); explosionSound2 = Content.Load<SoundEffect>("sound/explosion-04"); // Start the music right away PlayMusic(gameplayMusic); // Load the score font font = Content.Load<SpriteFont>("gameFont"); mainBackground = Content.Load<Texture2D>("mainbackground"); mainMenu = Content.Load<Texture2D>("mainMenu"); endMenu = Content.Load<Texture2D>("endMenu"); }
private void AddExplosion(Vector2 position) { Animation explosion = new Animation(); explosion.Initialize(explosionTexture, position, 134, 134, 12, 45, Color.White, 1f, false); explosions.Add(explosion); }
public void Draw(SpriteBatch spriteBatch) { Animation.DrawWithRotation(spriteBatch, Angle); }