/// <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() { //Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); base.Initialize(); }
protected override void Initialize() { //Set player's score to zero score = 0; explosions = new List <Animation>(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); player = new Player(); base.Initialize(); }
/// <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 player = new Player(); //sets player move speed playerMoveSpeed = 8.0f; //background bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); mainBackground = Content.Load <Texture2D>("mainbackground"); //Enemies enemies = new List <Enemy>(); //Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; //used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); //initialize the random generator random = new Random(); base.Initialize(); }
/// <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 player = new Player(); currentKeyboardState = new KeyboardState(); prevKeyboardState = new KeyboardState(); playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy>(); Projectiles = new List <projectile>(); explosions = new List <Animation>(); prevSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); stageChangeTime = TimeSpan.FromSeconds(20.0f); prevStageChange = TimeSpan.Zero; projectileSpawnTime = TimeSpan.FromSeconds(0.15f); prevProjectileTime = TimeSpan.Zero; random = new Random(); score = 0; gameOver = false; stage = 1; powerUp = new PowerUp(); base.Initialize(); }
/// <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() { // You add your initialization logic here // Player // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); this.Services.AddService(typeof(SpriteBatch), spriteBatch); // Background bgLayer1 = new ParallaxingBackground(this, -1, "bgLayer1"); bgLayer2 = new ParallaxingBackground(this, -2, "bgLayer2"); Components.Add(bgLayer1); Components.Add(bgLayer2); // Add player player = new Player(this, new Vector2(0, GraphicsDevice.Viewport.Height / 2)); Components.Add(player); // Enemies enemies = new List <Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); // Explosions explosions = new List <Animation>(); // Game Text score = 0; scoreText = new GameText(this, SCORE + score, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y)); playerHealthText = new GameText(this, HEALTH + player.Health, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + 30)); Components.Add(scoreText); Components.Add(playerHealthText); // Enable drag gesture TouchPanel.EnabledGestures = GestureType.FreeDrag; base.Initialize(); }
/// <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() { player = new Player(); //intializes player to be a Player object// Set a constant player move speed playerMoveSpeed = 8.0f; //the 'f' just distinguises the value as a float value (w/out f it would be a double value). TouchPanel.EnabledGestures = GestureType.FreeDrag; //Enable the FreeDrag gesture. //Initialize background objects bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); //ENEMEY enemies = new List <Enemy>(); // Initialize the enemies list previousSpawnTime = TimeSpan.Zero; // Set the time keepers to zero enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Used to determine how fast enemy respawns random = new Random(); // Initialize our random number generator projectiles = new List <Projectile>(); fireTime = TimeSpan.FromMilliseconds(500); explosions = new List <Animation>(); currentText = new List <CombatText>(); score = 0; //Set player's score to zero base.Initialize(); }
/// <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() { player = new Player(); // Set a constant player move speed playerMoveSpeed = 4.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); //Set player's score to zero score = 0; #if WINDOWS_PHONE Accelerometer accelSensor = new Accelerometer(); // Start the accelerometer try { accelSensor.Start(); accelActive = true; accelSensor.ReadingChanged += new EventHandler <AccelerometerReadingEventArgs>(accel_ReadingChanged); } catch (AccelerometerFailedException e) { // the accelerometer couldn't be started. No fun! accelActive = false; } catch (UnauthorizedAccessException e) { // This exception is thrown in the emulator-which doesn't support an accelerometer. accelActive = false; } #endif // TODO: Add your initialization logic here base.Initialize(); }
/// <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 this.Window.Title = "Wacky's Space Trouble by Wacky Bros. Entertainment"; // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
protected override void Initialize() { player = new Player(); playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); rectBackground = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); enemies = new List <Enemy>(); shootingEnemy = new Enemy(); enemyMoveSpeed = 3.8f; shootingEnemyMoveSpeed = 4.2f; random = new Random(); laserBeams = new List <Laser>(); laserMoveSpeed = 10f; enemyLaserBeams = new List <Laser>(); enemyLaserMoveSpeed = 7f; const float SECONDS_IN_MINUTE = 60f; laserSpawnTime = TimeSpan.FromSeconds(SECONDS_IN_MINUTE / 200f); previousLaserSpawnTime = TimeSpan.Zero; enemyLaserSpawnTime = TimeSpan.FromSeconds(SECONDS_IN_MINUTE / 100f); prevEnemyLaserSpawnTime = TimeSpan.Zero; healer = new Healer(18f, 13f); bomb = new Bomb(15f, 5f); asteroids = new Asteroids[3]; asteroidsAnimation = new Animation[3]; explosions = new List <Explosion>(); TouchPanel.EnabledGestures = GestureType.FreeDrag; IsMouseVisible = true; Window.Title = "Space Shooter"; gameState = GameState.StartMenu; isGameEnded = false; base.Initialize(); }
/// <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 InitGraphicsMode(720, 480, false); // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); backgroundEnemies = new List <BackgroundEnemy>(); // Set the time keepers to zero previousSpawnTimeEnemy = TimeSpan.Zero; previousSpawnTimeBackgroundEnemy = TimeSpan.Zero; difficultyRampUp = TimeSpan.FromSeconds(10); timeSinceDiffcultyRampUp = TimeSpan.FromSeconds(0); // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); backgroundEnemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
/// <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 player = new Player(); playerMoveSpeed = 8.0f; TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); projectiles = new List <Projectile>(); fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); score = 0; base.Initialize(); }
/// <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 player = new Player(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy>(); ui = new UI(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); explosions = new List <Animation>(); random = new Random(); projectiles = new List <Projectile>(); fireTime = TimeSpan.FromSeconds(.15f); base.Initialize(); }
public void UpdateVariables(List<Enemy> enemies, List<HeavyEnemy> heavyEnemies, List<Diagonal> diagonals, List<HealthPowerUp> healthPowerUps, List<MissilePowerUp> missilePowerUps, List<RapidFirePowerUp> rapidFirePowerUps, List<Laser> projectiles, List<Animation> explosions, SpriteBatch spriteBatch, Player player, Texture2D mainBackground, ParallaxingBackground bgLayer1, ParallaxingBackground bgLayer2, List<Missile> missiles) { this.enemies = enemies; this.heavyEnemies = heavyEnemies; this.diagonals = diagonals; this.healthPowerUps = healthPowerUps; this.missilePowerUps = missilePowerUps; this.rapidFirePowerUps = rapidFirePowerUps; this.spriteBatch = spriteBatch; this.projectiles = projectiles; this.explosions = explosions; this.player = player; this.mainBackground = mainBackground; this.bgLayer1 = bgLayer1; this.bgLayer2 = bgLayer2; this.missiles = missiles; }
/// <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 // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); base.Initialize(); }
/// <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() { //Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); //initialize the projectile objects projectiles = new List<Projectile>(); //set the laser ot fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); //initialize explosion graphics explosions = new List<Animation>(); //set players score to 0 score = 0; base.Initialize(); }
/// <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 InitGraphicsMode(720, 480, false); // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); backgroundEnemies = new List<BackgroundEnemy>(); // Set the time keepers to zero previousSpawnTimeEnemy = TimeSpan.Zero; previousSpawnTimeBackgroundEnemy = TimeSpan.Zero; difficultyRampUp = TimeSpan.FromSeconds(10); timeSinceDiffcultyRampUp = TimeSpan.FromSeconds(0); // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); backgroundEnemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); explosions = new List<Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
// ����������� ����� ����������� protected override void Initialize() { Window.Title = "� 31-� 2012 ����� �.�."; // ����������� ����� ������ player = new Player(); // ������� �������� ������ playerMoveSpeed = 8.0f; // ����������� ���� ��������� bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // ����������� ������ ������ enemies = new List<Enemy>(); // ��������� ������������ ���������� ������ previousSpawnTime = TimeSpan.Zero; // ���, ����� ���� ������������ ������ enemySpawnTime = TimeSpan.FromSeconds(1.0f); // ����������� ���������� ���������� ����� random = new Random(); // ����������� ������ ������ projectiles = new List<Projectile>(); // ������� �������, ����� ���� ����� ������� fireTime = TimeSpan.FromSeconds(.15f); // ����������� ������ ������� explosions = new List<Animation>(); // ��������� ���� score = 0; // ����� ������ menu = new MainMenu(); menuTime = TimeSpan.FromSeconds(.3f); options = new Options(); base.Initialize(); }
/// <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 // Initialize the player class player = new Player(); startScreenIsOn = true; endScreenIsOn = false; //gameState = false; // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. //TouchPanel.EnabledGestures = GestureType.FreeDrag; backgroundSpeed = -2; bgLayer1 = new ParallaxingBackground(); //bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(2f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); upgradeObjects = new List<UpgradeObject>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); previousDropTime = TimeSpan.Zero; dropTime = TimeSpan.FromSeconds(4f); //dropTime = TimeSpan.FromSeconds(random.Next(0, 1)); explosions = new List<Animation>(); upgrades = new List<Animation>(); //Set player's score to zero score = 0; metScore = 200; level = 1; base.Initialize(); }
/// <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() { // El juego empieza pausado y muestra el fondo. pause = true; //Initialize the player class player = new Personaje(); //Enable the FreeDrag gesture. -->> Esto parece que sirve si jugás en un Windows Phone o algo con touch. TouchPanel.EnabledGestures = GestureType.FreeDrag; fondoCapa1 = new ParallaxingBackground(); fondoCapa2 = new ParallaxingBackground(); tierraFirme = new ParallaxingBackground(); Enemigos = new List<Enemigo>(); EnemigosTerrestres = new List<Enemigo>(); EnemigoTiempoDeUltimaAparicion = TimeSpan.Zero; EnemigoFrecuenciaSpawn = TimeSpan.FromSeconds(1.0f); random = new Random(); Explosiones = new List<Animacion>(); score = 0; pause = false; gameOver = false; timer = new TimeSpan(0); totalTime = ""; base.Initialize(); }
/// <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() { player = new Player(); // Set a constant player move speed playerMoveSpeed = 4.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List<Animation>(); //Set player's score to zero score = 0; #if WINDOWS_PHONE Accelerometer accelSensor = new Accelerometer(); // Start the accelerometer try { accelSensor.Start(); accelActive = true; accelSensor.ReadingChanged += new EventHandler<AccelerometerReadingEventArgs>(accel_ReadingChanged); } catch (AccelerometerFailedException e) { // the accelerometer couldn't be started. No fun! accelActive = false; } catch (UnauthorizedAccessException e) { // This exception is thrown in the emulator-which doesn't support an accelerometer. accelActive = false; } #endif // TODO: Add your initialization logic here base.Initialize(); }
/// <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() { player = new Player(); //intializes player to be a Player object// Set a constant player move speed playerMoveSpeed = 8.0f; //the 'f' just distinguises the value as a float value (w/out f it would be a double value). TouchPanel.EnabledGestures = GestureType.FreeDrag; //Enable the FreeDrag gesture. //Initialize background objects bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); //ENEMEY enemies = new List<Enemy>(); // Initialize the enemies list previousSpawnTime = TimeSpan.Zero; // Set the time keepers to zero enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Used to determine how fast enemy respawns random = new Random(); // Initialize our random number generator projectiles = new List<Projectile>(); fireTime = TimeSpan.FromMilliseconds(500); explosions = new List<Animation>(); currentText = new List<CombatText>(); score = 0; //Set player's score to zero base.Initialize(); }
public override void LoadContent() { //////******************* INIT player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.25f); explosions = new List<Animation>(); score = 0; //////////******************* LOAD if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = ScreenManager.SpriteBatch; //player.Initialize(Content.Load<Texture2D>("player"), playerPosition); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); Vector2 playerPosition = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); // Load the parallaxing background bgLayer1.Initialize(Content, "bgLayer1", ScreenManager.GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "bgLayer2", ScreenManager.GraphicsDevice.Viewport.Width, -2); mainBackground = Content.Load<Texture2D>("mainbackground"); enemyTexture = Content.Load<Texture2D>("mineAnimation"); projectileTexture = Content.Load<Texture2D>("laser"); explosionTexture = Content.Load<Texture2D>("explosion"); // Load the score font font = Content.Load<SpriteFont>("gameFont"); // Load the music gameplayMusic = Content.Load<Song>("sound/gameMusic"); // Load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); SoundEffect.MasterVolume = (float)Game1.VolumeSound / 100; // Start the music right away PlayMusic(gameplayMusic); }
/// <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() { //Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); base.Initialize(); }
//============================================================================================================================ protected override void Initialize() { explosions = new List<Animation>(); diagonals = new List<Diagonal>(); state = gameState.startScreen; drawer = new Drawer(); collision = new Collision(); waveTimer = new WaveTimer(); //Initial values of variables score = 0; missileCount = 3; secondTimer = 60; difficultyFactor = 1.0f; transportShipHealth = 300; timePlayed = 0; projectiles = new List<Laser>(); missiles = new List<Missile>(); healthPowerUps = new List<HealthPowerUp>(); missilePowerUps = new List<MissilePowerUp>(); rapidFirePowerUps = new List<RapidFirePowerUp>(); transportHealTime = TimeSpan.FromSeconds(1.1); // Initialize the enemies list enemies = new List<Enemy>(); // Initialize the heavyEnemies list heavyEnemies = new List<HeavyEnemy>(); // Set the time keepers to zero waveTimer.previousEnemySpawnTime = TimeSpan.Zero; // Set the time keepers to zero previousHealthPowerUpSpawnTime = TimeSpan.Zero; previousMissilePowerUpSpawnTime = TimeSpan.Zero; previousRapidFirePowerUpSpawnTime = TimeSpan.Zero; //Used to determine how fast health power ups respawn healthPowerUpSpawnTime = TimeSpan.FromSeconds(12.5f); //Used to determine how fast health power ups respawn missilePowerUpSpawnTime = TimeSpan.FromSeconds(20.0f); //Used to determine how fast rapid fire power ups respawn rapidFirePowerUpSpawnTime = TimeSpan.FromSeconds(17.0f); // Initialize our random number generator random = new Random(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 12.0f; viewportHeight = GraphicsDevice.Viewport.Height; viewportWidth = GraphicsDevice.Viewport.Width; transportShip = new TransportShip(); transportShip.Initialize(viewportWidth,viewportHeight); playerCutscene = new PlayerCutscene(); playerCutscene.Initialize(viewportWidth, viewportHeight, GraphicsDevice.Viewport.TitleSafeArea.X, (GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2) - 34); base.Initialize(); }
/// <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 player = new Player(); player2 = new Player(); playerMoveSpeed = 8.0f; s = new Servidor(); s.start(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); projectiles = new List<Projectile>(); projectiles2 = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List<Animation>(); score = 0; score2 = 0; base.Initialize(); }
//============================================================================================================================ protected override void Initialize() { Playing = false; gameState state = gameState.start; explosions = new List<Animation>(); //Set player's score to zero score = 0; projectiles = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 16.0f; // TODO: Add your initialization logic here base.Initialize(); }
/// <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 player = new Player(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List<Enemy>(); ui = new UI(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); explosions = new List<Animation>(); random = new Random(); projectiles = new List<Projectile>(); fireTime = TimeSpan.FromSeconds(.15f); base.Initialize(); }
/// <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 player = new Player(); playerMoveSpeed = 8.0f; TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List<Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); projectiles = new List<Projectile>(); fireTime = TimeSpan.FromSeconds(.15f); explosions = new List<Animation>(); score = 0; base.Initialize(); }
/// <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 player = new Player(); playerMoveSpeed = 8.0f; TouchPanel.EnabledGestures = GestureType.FreeDrag; IsMouseVisible = true; // Background backgroundLayer1 = new ParallaxingBackground(); backgroundLayer2 = new ParallaxingBackground(); rectangleBackground = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); base.Initialize(); }