/// <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); playerTexture = Content.Load <Texture2D>("player"); player.Initialize(playerTexture, playerPosition); laserTexture = Content.Load <Texture2D>("laser"); laser.Initialize(laserTexture, laserPosition); laser2Texture = Content.Load <Texture2D>("laser"); laser2.Initialize(laser2Texture, laser2Position); for (int i = 0; i < enemies.Length; i++) { enemiesTexture[i] = Content.Load <Texture2D>("enemy"); enemies[i].Initialize(enemiesTexture[i], new Vector2(j, 100)); j = j + enemiesTexture[i].Width + 10; } font = Content.Load <SpriteFont>("Score"); textureGameOver = Content.Load <Texture2D>("gameOver"); textureGameStart = Content.Load <Texture2D>("gameStart"); }
private void CreateLaser(GameTime gameTime, Vector2 pos) { if (gameTime.TotalGameTime - previousLaserSpawnTime > laserSpawnTime) { previousLaserSpawnTime = gameTime.TotalGameTime; var laser = new Laser(); laser.Initialize(enemyLaserTexture , pos); lasers.Add(laser); } }