/// <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); // TODO: use this.Content to load your game content here // Test Monster and Dwarf mine = new Mine(new Vector2(400, 400)); homeBase = new HomeBase(new Vector2(2300, 1000)); barrack = new Barrack(new Vector2(800, 800)); monster = new AppleMonster(new Vector2(100, 100)); dwarf = new Fighter(new Vector2(550, 1050)); minerDwarf = new Miner(new Vector2(400, 500)); //cursor = new MouseControl(); // Adds objects to a list og gameobjects GameObjects.Add(monster); GameObjects.Add(dwarf); GameObjects.Add(homeBase); GameObjects.Add(mine); GameObjects.Add(barrack); GameObjects.Add(new Fighter(new Vector2(430, 600))); GameObjects.Add(new Fighter(new Vector2(340, 600))); GameObjects.Add(minerDwarf); GameObjects.Add(new Miner(new Vector2(500, 400))); GameObjects.Add(new Miner(new Vector2(600, 500))); GameObjects.Add(new Miner(new Vector2(500, 600))); //GameObjects.Add(cursor); mine.UpgradeThread(); EnemyWaves.StartTimer(); // Loads debug hitbox #if DEBUG collisionTexture = Content.Load <Texture2D>("whitepixel"); #endif //foreach (GameObject gameObject in GameObjects) //{ // gameObject.LoadContent(Content); //} }
public static void TimerCount() { while (true) { Thread.Sleep(timer); Console.WriteLine("Sleep over"); foreach (GameObject gameObject in GameWorld.GameObjects) { if (gameObject is AppleMonster) { AppleMonster appleMonster = gameObject as AppleMonster; SendWave(appleMonster); } } if (timer >= 25000) { timer -= 6000; } } }
public static void SendWave(AppleMonster monster) { Console.WriteLine("Send Wave"); monster.UnitAttack = true; }