/// <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 entities = new Entity[population]; for (int i = 0; i < population-1; i++) entities[i] = new Human(); whiteRectangle = new Texture2D(GraphicsDevice, 1, 1); whiteRectangle.SetData(new[] { Color.White }); //Zombie entities[population - 1] = new Zombie(); redRectangle = new Texture2D(GraphicsDevice, 1, 1); redRectangle.SetData(new[] { Color.Red }); }
/// <summary> /// Allows the game to run logic such as updatingmothe world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == Microsoft.Xna.Framework.Input.ButtonState.Pressed) this.Exit(); //if (gameTime.ElapsedGameTime.Milliseconds % 100 == 0) for (int i = 0; i < population; i++) entities[i].action(); for (int i = 0; i < population; i++) { if (entities[i].GetType() == typeof(Human)) { foreach (Entity j in entities) { if (j.GetType() == typeof(Zombie) && entities[i].getPos() == j.getPos()) entities[i] = new Zombie(); } } } //Console.WriteLine(gameTime.ElapsedGameTime.); base.Update(gameTime); }