//private Model butterfly; public BugGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; butterfly = new Butterfly(this); camera = new Camera(graphics); }
//private Model butterfly; public BugGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; butterfly = new Butterfly(this); swarm = new BeeSwarm(this); rose = new Roses(this); camera = new Camera(graphics); score = 0; lives = 3; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here map = new Map(this, MAP_SIZE, MAP_SIZE); wW = new Werewolf(this, map.getWidth(), map.getHeight()); for (int i = 0; i < 50; i++) { Ball ball = new Ball(this,i); } //sheep = new Sheep(this, 50, 50, map); cam = new Camera(this, wW); //temp = new Vision(this, 5, 5); spriteBatch = new SpriteBatch(GraphicsDevice); //hb = new HealthBar(this, 0, 0); base.Initialize(); }
/// <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); Storage st = new Storage(); st.Load(Content); level.Load(Content); camera = new Camera(this.graphics.PreferredBackBufferWidth, this.graphics.PreferredBackBufferHeight); GameObject T = new GameObject(this); T.Angle = 0f; T.Position = new Vector2(100, 100); T.Name = "Pedestrian"; T.Scale = 1.0f; T.Load(); Map.AddUnit(T); // TODO: use this.Content to load your game content here }