public Level2(KinectInterface gameInput) { _levelBackground = ResourceManager.tex_background_level2; squick = new JumpingSquick(gameInput); squick.Pos = new Vector2(400, 800); squick.Speed = new Vector2(0,-600); toBeDestroy = new List<Entity>(); activeBranch = new Branch(gameInput); oldBranches = new List<Branch>(); cameraOffset = 0; fadeEffect = new Fade(); gauge = new Gauge(new Rectangle(30, 50, 10, 500), goal, Color.BurlyWood, Color.Gold); message = new Message("Training time !", new Vector2(20, 220), 2.0f, Message.DISPLAY_LBL, 50); hc = new HandCursors(); }
//private Player _squick; public Level1(KinectInterface gameInput, bool modeAdventure = false) { _levelBackground = ResourceManager.tex_background_level1; _modeAdventure = modeAdventure; _bombEffect = new Fade(); _HUD_score = new Score(new Vector2(10,0)); _backToMenu = new TextButton("Menu", new Vector2(690, 10)); squick = new DizzySquick(gameInput); squick.Pos = new Vector2(400, 400); _gameEventMessage = new Message("Ready? Set... Go!", new Vector2(20, 220),2.0f,Message.DISPLAY_LBL,250); _gameScoreMessage = new Message("",new Vector2(10,160),1.0f,Message.DISPLAY_LBL,1000); // Level score _score = 0; _bonusChain = 0; }