public void Update(MiniUziBullet[] MiniUziBullets, Hero Player, int NumberOfPlayersLeft, Zombie[] Zombies, int NumberOfZombies, int NumberOfZombiesKilled, Vector2 scrollOffset) { numberOfZombies = NumberOfZombies; numberOfZombiesKilled = NumberOfZombiesKilled; foreach (MiniUziBullet miniUziBullet in MiniUziBullets) { if (miniUziBullet.alive) { //this actually moves the bullet across the screen miniUziBullet.position += miniUziBullet.velocity; if (Vector2.Distance(Player.position + scrollOffset, miniUziBullet.position + scrollOffset) > 1200.0f) { miniUziBullet.alive = false; continue; } else { foreach (Zombie zombie in Zombies) { if (zombie.alive) { miniUziBullet.CheckForCollision(Player, zombie, NumberOfZombies, NumberOfZombiesKilled, scrollOffset); if (miniUziBullet.collision) { numberOfZombies = miniUziBullet.numberOfZombies; numberOfZombiesKilled = miniUziBullet.numberOfZombiesKilled; break; } } } } } } }
private void LoadBullets(Character playerCharacter) { #region Sayid Bullets if (playerCharacter == Character.Sayid) { for (int i = 0; i < numberOfminiUziBullets; i++) { miniUziBullets[i] = new MiniUziBullet(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sayid\\Bullet\\miniUziBullet")); } } #endregion #region Sir Edward Bullets if (playerCharacter == Character.Sir_Edward) { for (int i = 0; i < numberOfm4Bullets; i++) { m4Bullets[i] = new M4Bullet(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Bullet\\m4Bullet")); } } #endregion #region Wilhelm Bullets if (playerCharacter == Character.Wilhelm) { for (int i = 0; i < numberOfg36cBullets; i++) { g36cBullets[i] = new G36CBullet(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Bullet\\g36cBullet")); } } #endregion #region Juan Bullets if (playerCharacter == Character.Juan) { for (int i = 0; i < numberOfshotgunBullets; i++) { shotgunBullets[i] = new ShotgunBullet(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Misc\\shotgunEffectBullet")); } } #endregion }
public override void LoadContent() { if (ScreenManager.Game.Content == null) ScreenManager.Game.Content = new ContentManager(ScreenManager.Game.Services, "Content"); redRectangle = ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Misc\\redRectangle"); players = new Hero[NumberOfPlayers]; playerHalos = new OtherObject[NumberOfPlayers]; shotgunBullets = new ShotgunBullet[numberOfshotgunBullets]; miniUziBullets = new MiniUziBullet[numberOfminiUziBullets]; m4Bullets = new M4Bullet[numberOfm4Bullets]; g36cBullets = new G36CBullet[numberOfg36cBullets]; zombies = new Zombie[MaxZombies]; for (int i = 0; i < NumberOfPlayers; i++) { //Load the texture data from the Sprite folder depending on who the player is #region Texture Data if (PlayerCharacters[i] == Character.Sayid) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sayid\\Images\\Sayid")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sayid\\Halo\\Sayid-Halo")); } if (PlayerCharacters[i] == Character.Sir_Edward) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Images\\Sir_Edward")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Halo\\Sir_Edward-Halo")); } if (PlayerCharacters[i] == Character.Wilhelm) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Images\\Wilhelm")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Halo\\Wilhelm-Halo")); } if (PlayerCharacters[i] == Character.Juan) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Juan\\Images\\Juan")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Juan\\Halo\\Juan-Halo")); } #endregion //give a position for the player to start out at #region Position //bottom left first players[i].position = new Vector2(players[i].sprite.Width * xSignedPosition + (totalFieldWidth / 2), players[i].sprite.Height * ySignedPosition + (totalFieldHeight / 2)); if (xSignedPosition == -1 && ySignedPosition == -1) { //then bottom right xSignedPosition *= -1; } else if (xSignedPosition == 1 && ySignedPosition == -1) { //then top right ySignedPosition *= -1; } else if (xSignedPosition == 1 && ySignedPosition == 1) { //then top left xSignedPosition *= -1; } #endregion //give the correct health for the player depending on the handicap #region Health if (players[i].playerHandicap == Handicap.Easy) { players[i].health = 20; } else if (players[i].playerHandicap == Handicap.Medium) { players[i].health = 15; } else if (players[i].playerHandicap == Handicap.Hard) { players[i].health = 10; } else if (players[i].playerHandicap == Handicap.VeryHard) { players[i].health = 5; } //reference giving origina2 health for sca2e factoring 2ater players[i].fullHealth = players[i].health; #endregion players[i].playerCharacter = PlayerCharacters[i]; players[i].playerHandicap = PlayerHandicaps[i]; players[i].triggerSensitivity = sen[i]; LoadBullets(players[i].playerCharacter); players[i].LoadUpBulletManager(); } #region Zombies for (int i = 0; i < MaxZombies; i++) { zombies[i] = new Zombie(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Zombies\\Images\\zombie1(1)")); } #endregion healthBar = ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Misc\\HealthBar"); gameBackgroundTexture = ScreenManager.Game.Content.Load<Texture2D>("Background\\GrassBackground"); Active = true; //sleep for a little so the game can load Thread.Sleep(1000); //resets so xbox doesnt try to catch up with lost time in thread ScreenManager.Game.ResetElapsedTime(); }