public TankController(Game1 game) { GD = game.GraphicsDevice; spriteBatch = new SpriteBatch(GD); rand = new Random(); this.game = game; //Create instances and load their content tanksInGame = new List <Tank>(); for (int i = 0; i < Game1.GameParameters.NumberOfPlayers; ++i) { TanksInGame.Add(new Tank()); TanksInGame[i].LoadContent(game.Content); tanksInGame[i].PlayerName = Game1.GameParameters.PlayerNames[i]; } missleInGame = new TankMissle(); MissleInGame.LoadContent(game.Content); InfoFont = game.Content.Load <SpriteFont>("SpriteFont1"); explosionSound = game.Content.Load <SoundEffect>("cinema boom impact"); shotSound = game.Content.Load <SoundEffect>("shoot"); turretMoveSound = game.Content.Load <SoundEffect>("turret").CreateInstance(); cannonMoveSound = game.Content.Load <SoundEffect>("turret").CreateInstance(); morePowerSound = game.Content.Load <SoundEffect>("morepower").CreateInstance(); lessPowerSound = game.Content.Load <SoundEffect>("lesspower").CreateInstance(); danseMacabre = game.Content.Load <SoundEffect>("Danse Macabre - Big Hit 2").CreateInstance(); missileFlight = game.Content.Load <SoundEffect>("151914__carroll27__rocket-taking-off").CreateInstance(); missileFlight.IsLooped = true; ambience = game.Content.Load <Song>("nosferatu ambience_96"); }
//ExplosionSystem Explosion; public TankController(Game game, int numOfPlayers) : base(game) { GD = game.GraphicsDevice; spriteBatch = new SpriteBatch(GD); rand = new Random(); bool bNotSpawnedCorrectly; //Create instances and load their content tanksInGame = new List <Tank>(); for (int i = 0; i < numOfPlayers; ++i) { TanksInGame.Add(new Tank()); TanksInGame[i].LoadContent(game.Content); tanksInGame[i].PlayerName = "Player " + i.ToString(); do { bNotSpawnedCorrectly = false; do { TanksInGame[i].SpawnAt(new Vector3(rand.Next(0, (Game1.heightMap.Width - 1) * Game1.Scale), 0, rand.Next((-Game1.heightMap.Height + 1) * Game1.Scale, 0))); // Y should be calculated } while (!TanksInGame[i].IsOnMap); for (int j = 0; j < TanksInGame.Count; ++j) { // make sure the tanks don't intersect with themselves at the beginning if (i != j && TanksInGame[i].CollisionCheckWith(TanksInGame[j])) { bNotSpawnedCorrectly = true; } } } while (bNotSpawnedCorrectly); } missleInGame = new TankMissle(); MissleInGame.LoadContent(game.Content); InfoFont = game.Content.Load <SpriteFont>("SpriteFont1"); explosionSound = game.Content.Load <SoundEffect>("cinema boom impact"); shotSound = game.Content.Load <SoundEffect>("shoot"); turretMoveSound = game.Content.Load <SoundEffect>("turret").CreateInstance(); cannonMoveSound = game.Content.Load <SoundEffect>("turret").CreateInstance(); morePowerSound = game.Content.Load <SoundEffect>("morepower").CreateInstance(); lessPowerSound = game.Content.Load <SoundEffect>("lesspower").CreateInstance(); danseMacabre = game.Content.Load <SoundEffect>("Danse Macabre - Big Hit 2").CreateInstance(); //ambience = game.Content.Load<SoundEffect>("nosferatu ambience").CreateInstance(); //Explosion = new ExplosionSystem(); //Explosion.LoadContent(game.Content, GD); this.Initialize(); }