/// <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 //audioEngine = new AudioEngine("Content\\Audio\\3dAlienGameAudio.xgs"); //waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb"); //soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb"); CameraObject.CreateDefaultCamera(graphics); terrain = new GameObject( Content.Load <Model>("Models\\terrain") ); launcherBase = new GameObject( Content.Load <Model>("Models\\launcher_base"), 0.2f ); launcherHead = new GameObject( Content.Load <Model>("Models\\launcher_head"), 0.2f, launcherBase.Position + new Vector3(0.0f, 20.0f, 0.0f) ); missiles = new LivingGameObject[MISSILE_COUNT]; for (int i = 0; i < missiles.Length; i++) { missiles[i] = new LivingGameObject( Content.Load <Model>( "Models\\missile"), 3.0f ); } enemies = new LivingGameObject[ENEMY_SHIP_COUNT]; for (int i = 0; i < enemies.Length; i++) { enemies[i] = new LivingGameObject( Content.Load <Model>( "Models\\enemy"), 0.1f, Vector3.Zero, new Vector3( 0.0f, MathHelper.Pi, 0.0f ) ); } }
private void TestCollision(LivingGameObject missile) { foreach (LivingGameObject enemy in enemies) { if (enemy.IsAlive && enemy.Bounds.Intersects(missile.Bounds)) { // soundBank.PlayCue("explosion"); enemy.IsAlive = false; missile.IsAlive = false; } } }