public SpriteManager(Texture2D texture, Vector2 position, Vector2 screen, Game1 aGame, Asis anAsis, Laser aLaser, Enemy aEnemy, SoundEffect aLaserSoundEffect, SoundEffect aBackwardsLaserSoundEffect)
     : base(texture, position)
 {
     myPosition = position;
     myScreenSize = screen;
     myGame = aGame;
     Asis = anAsis;
     Laser = aLaser;
     redEnemy = aEnemy;
     LaserSoundEffect = aLaserSoundEffect;
     BackwardsLaserSoundEffect = aBackwardsLaserSoundEffect;
     myState = new IdleState(this);
     TimeStack = new Stack();
     SetUpInput();
 }
Exemple #2
0
        /// <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);

            Asis Asis = new Asis(Content.Load<Texture2D>("Asis"), new Vector2(0, 0),
                new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));

            Laser Laser = new Laser(Content.Load<Texture2D>("Laser"), new Vector2(0, 0),
                new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));

            Enemy redEnemy = new Enemy(Content.Load<Texture2D>("enemy-red"), new Vector2(0, 0),
                new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));

            SpriteManager SpriteManager = new SpriteManager(Content.Load<Texture2D>("Laser"), new Vector2(-1000, -1000),
                new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), this, Asis, Laser, redEnemy, Content.Load<SoundEffect>("LaserSoundEffect"), Content.Load<SoundEffect>("LaserSoundEffectBackwards"));

            mySprites.Add(Asis);
            mySprites.Add(Laser);
            mySprites.Add(redEnemy);
            mySprites.Add(SpriteManager);
        }