Example #1
0
        public FeynmanObject(Game game, SpriteBatch sB)
            : base(game,sB)
        {
            winTex = Game.Content.Load<Texture2D>("Sprites/win");
            loseTex1 = Game.Content.Load<Texture2D>("Sprites/yldfdV2");
            loseTex2 = Game.Content.Load<Texture2D>("Sprites/dissV1");

            timeCounter = 0;

            isAlive = true;
            isKilled = false;
            isat8secSpawed = false;
            isat14secSpawed = false;

            is30secSpawned = false;
            is47secSpawned = false;
            is62Spawned = false;
            is76Spawned = false;

            enemycounter = 0;

            isWin = false;
            isLose = false;

            feynmanVid = Game.Content.Load<Video>("Videos/F1v3");
            videoPlayer = new VideoPlayer();

            timeSpan = new TimeSpan();

            maxenemies = 30;

            enemies1 = new EnemyObject[maxenemies];
            for(int i =0;i<maxenemies;i++)
            {
                enemies1[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/42V1"));
                enemies1[i].isWallBouncing = true;
                Game.Components.Add(enemies1[i]);
            }

            enemies2 = new EnemyObject[maxenemies];
            for (int i = 0; i < maxenemies; i++)
            {
                enemies2[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/soph"));
                enemies2[i].isWallBouncing = true;
                Game.Components.Add(enemies2[i]);
            }

            enemies3 = new EnemyObject[30];
            for (int i = 0; i < 30; i++)
            {
                enemies3[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/exploringV1"));
                enemies3[i].isWallBouncing = true;
                Game.Components.Add(enemies3[i]);
            }

            enemies4 = new EnemyObject[50];
            for (int i = 0; i < 50; i++)
            {
                enemies4[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/onionsV1"));
                enemies4[i].isWallBouncing = true;
                Game.Components.Add(enemies4[i]);
            }

            enemies5 = new EnemyObject[20];
            for (int i = 0; i < 20; i++)
            {
                enemies5[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/fomaiV2"));
                enemies5[i].isWallBouncing = true;
                Game.Components.Add(enemies5[i]);
            }

            enemies6 = new EnemyObject[20];
            for (int i = 0; i < 20; i++)
            {
                enemies6[i] = new EnemyObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Enemies/ymbwV1"));
                enemies6[i].isWallBouncing = true;
                Game.Components.Add(enemies6[i]);
            }
        }
Example #2
0
        public FeynmanObject(Game game, SpriteBatch sB) : base(game, sB)
        {
            winTex   = Game.Content.Load <Texture2D>("Sprites/win");
            loseTex1 = Game.Content.Load <Texture2D>("Sprites/yldfdV2");
            loseTex2 = Game.Content.Load <Texture2D>("Sprites/dissV1");

            timeCounter = 0;


            isAlive         = true;
            isKilled        = false;
            isat8secSpawed  = false;
            isat14secSpawed = false;

            is30secSpawned = false;
            is47secSpawned = false;
            is62Spawned    = false;
            is76Spawned    = false;

            enemycounter = 0;

            isWin  = false;
            isLose = false;

            feynmanVid  = Game.Content.Load <Video>("Videos/F1v3");
            videoPlayer = new VideoPlayer();

            timeSpan = new TimeSpan();


            maxenemies = 30;

            enemies1 = new EnemyObject[maxenemies];
            for (int i = 0; i < maxenemies; i++)
            {
                enemies1[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/42V1"));
                enemies1[i].isWallBouncing = true;
                Game.Components.Add(enemies1[i]);
            }

            enemies2 = new EnemyObject[maxenemies];
            for (int i = 0; i < maxenemies; i++)
            {
                enemies2[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/soph"));
                enemies2[i].isWallBouncing = true;
                Game.Components.Add(enemies2[i]);
            }

            enemies3 = new EnemyObject[30];
            for (int i = 0; i < 30; i++)
            {
                enemies3[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/exploringV1"));
                enemies3[i].isWallBouncing = true;
                Game.Components.Add(enemies3[i]);
            }

            enemies4 = new EnemyObject[50];
            for (int i = 0; i < 50; i++)
            {
                enemies4[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/onionsV1"));
                enemies4[i].isWallBouncing = true;
                Game.Components.Add(enemies4[i]);
            }

            enemies5 = new EnemyObject[20];
            for (int i = 0; i < 20; i++)
            {
                enemies5[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/fomaiV2"));
                enemies5[i].isWallBouncing = true;
                Game.Components.Add(enemies5[i]);
            }


            enemies6 = new EnemyObject[20];
            for (int i = 0; i < 20; i++)
            {
                enemies6[i] = new EnemyObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Enemies/ymbwV1"));
                enemies6[i].isWallBouncing = true;
                Game.Components.Add(enemies6[i]);
            }
        }