Example #1
0
        public EnemyManager(Texture2D enemyTexture, Vector2 enemyOrigin, SpriteBatch spriteBatch, int maxWidth, int maxHeight, Scoreboard scoreboard)
        {
            this.enemyTexture = enemyTexture;
            this.enemyOrigin = enemyOrigin;
            this.spriteBatch = spriteBatch;
            Enemy.maxWidth = maxWidth;
            Enemy.maxHeight = maxHeight;
            this.scoreBoard = scoreboard;

            enemies = new List<Enemy>();
        }
Example #2
0
        public EnemyManager(Texture2D enemyTexture, Vector2 enemyOrigin, SpriteBatch spriteBatch, int maxWidth, int maxHeight, Scoreboard scoreboard)
        {
            this.enemyTexture = enemyTexture;
            this.enemyOrigin  = enemyOrigin;
            this.spriteBatch  = spriteBatch;
            Enemy.maxWidth    = maxWidth;
            Enemy.maxHeight   = maxHeight;
            this.scoreBoard   = scoreboard;

            enemies = new List <Enemy>();
        }
        public MissileManager(Texture2D missileTexture, Vector2 missileOrigin, SpriteBatch spriteBatch, EnemyManager enemyManager, Scoreboard scoreboard)
        {
            this.missileTexture = missileTexture;
            this.missileOrigin  = missileOrigin;
            this.spriteBatch    = spriteBatch;
            this.enemyManager   = enemyManager;
            this.scoreBoard     = scoreboard;

            missiles = new List <Missile>(64);

            for (Int32 i = 0; i < 64; i++)
            {
                missiles.Add(new Missile(this.missileTexture, this.missileOrigin, this.spriteBatch));
            }

            fireCounter = 0.0f;
        }
        public MissileManager(Texture2D missileTexture, Vector2 missileOrigin, SpriteBatch spriteBatch, EnemyManager enemyManager, Scoreboard scoreboard)
        {
            this.missileTexture = missileTexture;
            this.missileOrigin = missileOrigin;
            this.spriteBatch = spriteBatch;
            this.enemyManager = enemyManager;
            this.scoreBoard = scoreboard;

            missiles = new List<Missile>(64);

            for (Int32 i = 0; i < 64; i++)
            {
                missiles.Add(new Missile(this.missileTexture, this.missileOrigin, this.spriteBatch));
            }

            fireCounter = 0.0f;
        }
        private void startTheGame()
        {
            scoreBoard = new Scoreboard();
            scoreBoard.Font = Content.Load<SpriteFont>("gameFont");
            
            int maxWidth = graphics.GraphicsDevice.Viewport.Width;
            int maxHeight = graphics.GraphicsDevice.Viewport.Height;

            enemyManager = new EnemyManager(this.Content.Load<Texture2D>("Enemy"), new Vector2(16), this.spriteBatch, maxWidth, maxHeight, scoreBoard);
            missileManager = new MissileManager(this.Content.Load<Texture2D>("Missile"), new Vector2(2.0f, 4.0f), this.spriteBatch, enemyManager, scoreBoard);


            //Setup player
            Texture2D playerTexture = Content.Load<Texture2D>("player");
            int playerX = graphics.GraphicsDevice.Viewport.Width / 2;
            int playerY = graphics.GraphicsDevice.Viewport.Height - 50;
            player = new Player(playerTexture, new Vector2(playerX,playerY), this.spriteBatch, missileManager);

            Logger.log(Log_Type.INFO, "max width "+playerX*2);
            Logger.log(Log_Type.INFO, "max height " + (playerY + 50));
        }
        private void startTheGame()
        {
            scoreBoard = new Scoreboard();
            scoreBoard.Font = Content.Load<SpriteFont>("gameFont");

            int maxWidth = graphics.GraphicsDevice.Viewport.Width;
            int maxHeight = graphics.GraphicsDevice.Viewport.Height;

            enemyManager = new EnemyManager(this.Content.Load<Texture2D>("Enemy"), new Vector2(16), this.spriteBatch, maxWidth, maxHeight, scoreBoard);
            missileManager = new MissileManager(this.Content.Load<Texture2D>("Missile"), new Vector2(2.0f, 4.0f), this.spriteBatch, enemyManager, scoreBoard);

            //Setup player
            Texture2D playerTexture = Content.Load<Texture2D>("player");
            int playerX = graphics.GraphicsDevice.Viewport.Width / 2;
            int playerY = graphics.GraphicsDevice.Viewport.Height - 50;
            player = new Player(playerTexture, new Vector2(playerX,playerY), this.spriteBatch, missileManager);

            Logger.log(Log_Type.INFO, "max width "+playerX*2);
            Logger.log(Log_Type.INFO, "max height " + (playerY + 50));
        }