public Enemy(FourFrameSprite sprite, Vector2 position, int currentFrame) { _sprite = sprite; _position = position; _prevPosition = position; _currentFrame = currentFrame; _health = 100; playerMoveSpeed = 3.0f; _control = new EnemyControl(_position, Width, Height, _directions[currentFrame]); }
public Player_2(FourFrameSprite sprite, Vector2 position, int currentFrame) { _sprite = sprite; _position = position; _prevPosition = position; _currentFrame = currentFrame; _health = 100; playerMoveSpeed = 4.0f; _control = new Control_2(_position, Width, Height); }
//private void LoadLevel() //for random level generation //{ // Random random = new Random(); // for (int row = 0; row < _levelMask.GetLength(0); row++) // { // } //} private void GenerateEnemy() { if(_currentLevel==1) { Random randomSP = new Random(); // Random SpawnPoint Random randomTT = new Random(); // random TankTextures Random randomDir = new Random(); FourFrameSprite tempSprite = null; int tmpRandom = randomSP.Next(0, _spawnPoints.Length); int tmpTexture = randomTT.Next(0, _enemyTexture.Length); int tmpDirection = randomDir.Next(0, 4); int enemyIdCount = 2001; if (_enemyCount <= _maxEnemy && !_enemyTrackingList.Contains(tmpRandom) && _enemiesKilled <= _maxEnemiesKilled) { _enemyTrackingList.Add(tmpRandom); tempSprite = new FourFrameSprite(_enemyTexture[tmpTexture], 40, 40, Color.White); Vector2 tempVector = new Vector2((int)_spawnPoints[tmpRandom].X, (int)_spawnPoints[tmpRandom].Y); _gameObjects.Add(new Enemy(tempSprite, tempVector, tmpDirection) { Id = enemyIdCount++ }); _enemyCount++; } } }
public void LoadContent() { if (_currentLevel == 0) // menu { buttonsTextures[0] = _content.Load<Texture2D>("textures/Buttons/start"); buttonsTextures[1] = _content.Load<Texture2D>("textures/Buttons/exit"); buttonsTextures[2] = _content.Load<Texture2D>("textures/Buttons/pause"); buttonsTextures[3] = _content.Load<Texture2D>("textures/Buttons/resume"); buttonsTextures[4] = _content.Load<Texture2D>("textures/Buttons/Menu"); buttonsTextures[5] = _content.Load<Texture2D>("textures/Buttons/multiplayerButton"); menu = new Menu(buttonsTextures, 1280, 720); } else if (_currentLevel == 1) //level 1 { //background Sprite levelBackground = new Sprite(_backgroundTexture, new Rectangle(0, 0, _backgroundTexture.Width, _backgroundTexture.Height)) {Id = 8000 , IsActive = true}; // this way it collides but loads the bg _gameObjects.Add(levelBackground); //player tank Texture2D tank = _content.Load<Texture2D>("sprites/BlueTank/BlueTank"); FourFrameSprite playerSprite = new FourFrameSprite(tank, 40, 40, Color.White); _gameObjects.Add(new Player(playerSprite, new Vector2(620,700 ), 3) { Id = 1 }); //level (will extract in a method or class) //Texture2D tuhla_v2 = _content.Load<Texture2D>("textures/Bricks/480px-Brick_Block_-_New_Super_Mario_Bros"); _level1 = new Level_1(); GenerateLevel(_level1.GetLevel()); //Load Bullets LoadBullets(); } else if (_currentLevel == 2) // Player vs Player (local) { //background Sprite levelBackground = new Sprite(_backgroundTexture, new Rectangle(0, 0, _backgroundTexture.Width, _backgroundTexture.Height)) { Id = 8000, IsActive = true }; // this way it collides but loads the bg _gameObjects.Add(levelBackground); //player tank Texture2D tank = _content.Load<Texture2D>("sprites/BlueTank/BlueTank"); FourFrameSprite playerSprite = new FourFrameSprite(tank, 40, 40, Color.White); _gameObjects.Add(new Player(playerSprite, new Vector2(620, 700), 2) { Id = 1 }); //player2 tank Texture2D tank2 = _content.Load<Texture2D>("sprites/GreenTank/GreenTank"); FourFrameSprite player2Sprite = new FourFrameSprite(tank2, 40, 40, Color.White); _gameObjects.Add(new Player_2(player2Sprite, new Vector2(620, 0), 3) { Id = 2 }); //level (will extract in a method or class) //Texture2D tuhla_v2 = _content.Load<Texture2D>("textures/Bricks/480px-Brick_Block_-_New_Super_Mario_Bros"); _level1 = new Level_1(); GenerateLevel(_level1.GetLevel()); //Load Bullets LoadBullets(); } }