public Wave(int waveNumber, int numOfEnemies, Player player, Level level, Texture2D enemyTexture, Texture2D healthtexture) { this.waveNumber = waveNumber; this.numOfEnemies = numOfEnemies; this.player = player; this.level = level; this.enemyTexture = enemyTexture; this.healthTexture = healthtexture; }
public WaveManager(Player player, Level level, int numberOfWaves, Texture2D enemyTexture, Texture2D healthTexture) { this.numberOfWaves = numberOfWaves; this.enemyTexture = enemyTexture; this.level = level; for (int i = 0; i < numberOfWaves; i++) { int initialNumerOfEnemies = 6; int numberModifier = (i / 6) + 1; Wave wave = new Wave(i, initialNumerOfEnemies * numberModifier, player, level, enemyTexture, healthTexture); waves.Enqueue(wave); } StartNextWave(); }
public void Draw(SpriteBatch spriteBatch, Player player) { spriteBatch.Draw(texture, position, Color.White); string text = string.Format("Gold : {0} Lives : {1}", player.Money, player.Lives); spriteBatch.DrawString(font, text, textPosition, Color.White); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D grass = Content.Load<Texture2D>("grass"); Texture2D path = Content.Load<Texture2D>("dirt"); Texture2D bar = Content.Load<Texture2D>("bar"); Texture2D arrowNormal = Content.Load<Texture2D>("tower"); Texture2D arrowHover = Content.Load<Texture2D>("towerhover"); Texture2D arrowPressed = Content.Load<Texture2D>("towerpressed"); arrowButton = new Button(arrowNormal, arrowHover, arrowPressed, new Vector2(0, level.Height * 32 + 2)); arrowButton.Clicked += new EventHandler(arrowButton_Clicked); SpriteFont font = Content.Load<SpriteFont>("Arial"); level.AddTexture(grass); level.AddTexture(path); Texture2D enemyTexture = Content.Load<Texture2D>("nerd"); toolBar = new Toolbar(bar, font, new Vector2(0, level.Height * 32)); //enemy1 = new Enemy(enemyTexture, Vector2.Zero, 100, 10, 0.5f); // enemy1.SetWaypoints(level.Waypoints); // wave = new Wave(0, 10, level, enemyTexture); // wave.start(); Texture2D towerTexture = Content.Load<Texture2D>("tower_normal"); Texture2D bulletTexture = Content.Load<Texture2D>("bullet"); Texture2D healthBar = Content.Load<Texture2D>("healthbar"); player = new Player(level, towerTexture, bulletTexture); waveManager = new WaveManager(player, level, 24, enemyTexture, healthBar); //tower = new Tower(towerTexture, Vector2.Zero); }