public Wave(int waveNumber, int numOfEnemies, Level level, Texture2D enemyTexture) { _waveNumber = waveNumber; _numOfEnemies = numOfEnemies; _level = level; _enemyTexture = enemyTexture; }
public WaveController(Level level, int numberOfWaves, Texture2D enemyTexture) { _level = level; _numberOfWaves = numberOfWaves; _enemyTexture = enemyTexture; for (var i = 0; i < _numberOfWaves; i++) { var numberModifier = (i/InitialNumberOfEnemies) + 1; var wave = new Wave(i, InitialNumberOfEnemies*numberModifier, _level, _enemyTexture); _waves.Enqueue(wave); } }
public Player(Level level, Texture2D towerTexture, Texture2D bulletTexture) { _level = level; _towerTexture = towerTexture; _bulletTexture = bulletTexture; }
/// <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 _currentLevel = LoadLevel(1); base.Initialize(); }
protected Level LoadLevel(int levelNumber) { if (_currentLevel != null && _currentLevel.Number == levelNumber) return _currentLevel; var level = new Level(); level.AddTexture(Content.Load<Texture2D>("Levels/Level" + levelNumber + "/ground")); level.AddTexture(Content.Load<Texture2D>("Levels/Level" + levelNumber + "/road")); level.LoadMap("Content/Levels/Level" + levelNumber + "/levelMap.txt"); level.LoadWayPoints("Content/Levels/Level" + levelNumber + "/WayPoints.txt"); return level; }