/// <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); sprites = new List <Sprite>(); bullet = new Bullet(Vector2.Zero, Content.Load <Texture2D>("Sprites/bullet")); player = new Player(new Vector2(SCREEN_WIDTH / 2, SCREEN_HEIGHT - 100), Content.Load <Texture2D>("Sprites/player"), bullet.Clone() as Bullet); Font = Content.Load <SpriteFont>("Font"); spawnManager = new EnemySpawnManager(new Enemy(new Vector2(200, -30), Content.Load <Texture2D>("Sprites/player"), bullet.Clone() as Bullet)); sprites.Add(player); powerups.Add(new Triple(Vector2.Zero, Content.Load <Texture2D>("Sprites/PowerUp/puTriple"))); powerups.Add(new Rapid(Vector2.Zero, Content.Load <Texture2D>("Sprites/PowerUp/rapid"))); powerups.Add(new Swirl(Vector2.Zero, Content.Load <Texture2D>("Sprites/PowerUp/swirl"))); hpPower = new hpUp(Vector2.Zero, Content.Load <Texture2D>("Sprites/PowerUp/hp")); hpTex = Content.Load <Texture2D>("Sprites/healthBar"); ammoTex = Content.Load <Texture2D>("Sprites/ammo"); background = new Background(Vector2.Zero, Content.Load <Texture2D>("Sprites/background")); sprites.Add(background); menuScreen = Content.Load <Texture2D>("Menu/menuscreen"); helpScreen = Content.Load <Texture2D>("Menu/helpscreen"); Play = new Button(Content.Load <Texture2D>("Menu/play-unselected"), Content.Load <Texture2D>("Menu/play-selected"), new Vector2(0, 240)); Play.OnClick += Play_Click; Exit = new Button(Content.Load <Texture2D>("Menu/exit-unselected"), Content.Load <Texture2D>("Menu/exit-selected"), new Vector2(0, 400)); Exit.OnClick += Exit_Click; Help = new Button(Content.Load <Texture2D>("Menu/help-unselected"), Content.Load <Texture2D>("Menu/help-selected"), new Vector2(0, 320)); Help.OnClick += Help_Click; }
private void spawnPowerUp(Vector2 position) { if (rnd.Next(5) == 1) { hpUp hpup = hpPower.Clone() as hpUp; hpup.setPosition(position); sprites.Add(hpup); } else { Powerup pUp = powerups[rnd.Next(powerups.Count)].Clone() as Powerup; pUp.setPosition(position); sprites.Add(pUp); } }