private SpriteFont font; //NOT BEING USED!!! public SpaceGame() { graphics = new GraphicsDeviceManager(this); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy> (); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); Content.RootDirectory = "Content"; }
public override void Initialize() { screenWidth = ScreenManager.GraphicsDevice.Viewport.Width; screenHeight = ScreenManager.GraphicsDevice.Viewport.Height; colorDataList = new List<byte[]>(); player = new Player(); generator = new ItemsGenerator(); current = generator.GenerateMore(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); bgLayer3 = new ParallaxingBackground(); bar = new Bar(100, 20, 15, 270, 30); score = new Score(870, 10, Color.Peru); currentSprite = new List<Sprite>(); items = new List<Texture2D>(); songs = new Song[2]; soundEffects = new SoundEffect[10]; updateImmunityCounter = 0; alertTimer = 0; playQueue = 1; displayAlert = false; enablePause = true; Constants.ResetFlags(); player.Initialize(); base.Initialize(); }
/// <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() { player = new Player(); // Initialize the enemies list enemies = new List <Enemy>(); explosions = new List <Animation>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); projectiles = new List <Projectile>(); //Set player's score to zero score = 0; // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); // Initialize our random number generator random = new Random(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Set a constant player move speed playerMoveSpeed = 8.0f; base.Initialize(); }
public Xbox() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); }
public override void Initialize() { screenWidth = ScreenManager.GraphicsDevice.Viewport.Width; screenHeight = ScreenManager.GraphicsDevice.Viewport.Height; colorDataList = new List <byte[]>(); player = new Player(); generator = new ItemsGenerator(); current = generator.GenerateMore(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); bgLayer3 = new ParallaxingBackground(); bar = new Bar(100, 20, 15, 270, 30); score = new Score(870, 10, Color.Peru); currentSprite = new List <Sprite>(); items = new List <Texture2D>(); songs = new Song[2]; soundEffects = new SoundEffect[10]; updateImmunityCounter = 0; alertTimer = 0; playQueue = 1; displayAlert = false; enablePause = true; Constants.ResetFlags(); player.Initialize(); base.Initialize(); }
public void Initialize() { background_main_rect = new Rectangle(0, 0, graphicDevice.Viewport.Width, graphicDevice.Viewport.Height); // Parallaxes background_parallax_1 = new ParallaxingBackground(); background_parallax_2 = new ParallaxingBackground(); testAnimation = new Animation(); }
/// <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 // Initialize the player class player = new Player(); base.Initialize(); // Set a constant player move speed playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); }
protected override void Initialize() { bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy> (); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator // Initialize the enemies list enemies = new List <Enemy> (); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); player = new Player(); playerMoveSpeed = 8.0f; //initalizes the projectile ArrayList scatterShot = new List <Projectile>(); //initalizes the beam ArrayList; rapidFire = new List <RapidFire>(); // Set the laser to fire every quarter second for the projectile fireTime = TimeSpan.FromSeconds(.15f); shotRate = TimeSpan.FromSeconds(.08f); //initializing explosions explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
/// <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() { //Initialize the player class player = new Player(); // Set a constant player move speed playerMoveSpeed = 8.0f; //Enable the FreeDrag gesture. TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); ships = new List <BounusShip>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Set the time keepers to zero shippreviousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Used to determine how fast enemy respawns shipSpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); bullets = new List <Bullet>(); bombs = new List <Bomb>(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); // Initialize the explosion list explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
/// <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 base.Initialize(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); player = new Player(); explosions = new List <Animation>(); // Set a constant player move speed playerMoveSpeed = 8.0f; projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); }
/// <summary> /// Overridden from the base Game.Initialize. Once the GraphicsDevice is setup, /// we'll use the viewport to initialize some values. /// </summary> protected override void Initialize() { wallHeight = Math.Min(GraphicsDevice.Viewport.Height, MaxWallheight); bottomGroundRect = new Rectangle ( 0, (wallHeight + 1), GraphicsDevice.Viewport.Width, (GraphicsDevice.Viewport.Height - MaxWallheight) ); //player = new Player (); ground = new ParallaxingBackground(); clouds1 = new ParallaxingBackground(); clouds2 = new ParallaxingBackground(); base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here player = new Player(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); projectiles = new List <Projectile>(); fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); score = 0; base.Initialize(); }
/// <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 // Initialize the player class player = new Player(); // Set a constant move speed playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Load the parallaxing background bgLayer1.Initialize(Content, "Texture/bgLayer1", GraphicsDevice.Viewport.Width, -1); bgLayer2.Initialize(Content, "Texture/bgLayer2", GraphicsDevice.Viewport.Width, -2); mainBackground = Content.Load <Texture2D>("Texture/mainbackground"); // Initialize the enemies list enemies = new List <Enemy> (); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
protected override void Initialize() { player = new Player(); float xPos = GraphicsDevice.Viewport.TitleSafeArea.X; float yPos = GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2; Vector2 playerPos = new Vector2(xPos, yPos); Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load <Texture2D>("Graphics\\shipAnimation"); playerAnimation.Initialize( playerTexture, Vector2.Zero, 115, 69, 8, 60, Color.White, scale, true); Vector2 playerPosition = new Vector2( GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2); player.Initialize(playerAnimation, playerPosition); playerMoveSpeed = 8.0f; lasers = new LaserManager(); Texture2D laserTexture = Content.Load <Texture2D>("Graphics\\laser"); lasers.Initialise(laserTexture, GraphicsDevice.Viewport.TitleSafeArea.Width); ExplosionAnimations = new List <Animation>(); ExplosionTexture = Content.Load <Texture2D>("Graphics\\explosion"); enemies = new List <Enemy>(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); rectBackground = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); scoreFont = Content.Load <SpriteFont>("Graphics\\Score"); messageFont = Content.Load <SpriteFont>("Graphics\\Message"); state = GameState.PAUSED; Reset(); base.Initialize(); }
/// <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 // Initialize the player class player = new Player(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(.6f); // Initialize our random number generator random = new Random(); // Set a constant player move speed playerMoveSpeed = 8.0f; projectiles = new List <Projectile>(); upProjectiles = new List <UpProjectile>(); downProjectiles = new List <DownProjectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); bigProjectiles = new List <BigProjectile>(); // Set the laser to fire A LOT largeFireTime = TimeSpan.FromSeconds(.01f); explosions = new List <Animation>(); //Set player's score to zero score = 0; base.Initialize(); }
/// <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 player = new Player(); playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); base.Initialize(); }
protected override void Initialize() { player = new Player(); playerMoveSpeed = 8.0f; TouchPanel.EnabledGestures = GestureType.FreeDrag; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy> (); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); projectiles = new List <Projectile> (); fireTime = TimeSpan.FromSeconds(.15f); explosions = new List <Animation> (); base.Initialize(); }
/// <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() { if (hasBooted) { drawPlayers = new List <Animation>(); friends = new List <Animation>(); pops = new List <Animation>(); player = new Player(); enemies = new List <Enemy>(); megaLasers = new List <MegaLaser>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1f); // Initialize our random number generator random = new Random(); projectiles = new List <Projectile>(); dankLasers = new List <DankLaser>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); dankTime = TimeSpan.FromSeconds(.4f); previousDankTime = TimeSpan.Zero; explosions = new List <Animation>(); score = 0; if (side == 0) { bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); } else { players = new ConcurrentBag <Player>(); } base.Initialize(); } }
/// <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() { // You add your initialization logic here // Player // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); this.Services.AddService(typeof(SpriteBatch), spriteBatch); // Background bgLayer1 = new ParallaxingBackground(this, -1, "bgLayer1"); bgLayer2 = new ParallaxingBackground(this, -2, "bgLayer2"); Components.Add(bgLayer1); Components.Add(bgLayer2); // Add player player = new Player(this, new Vector2(0, GraphicsDevice.Viewport.Height / 2)); Components.Add(player); // Enemies enemies = new List<Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); // Explosions explosions = new List<Animation>(); // Game Text score = 0; scoreText = new GameText(this, SCORE + score, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y)); playerHealthText = new GameText(this, HEALTH + player.Health, new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + 30)); Components.Add(scoreText); Components.Add(playerHealthText); // Enable drag gesture TouchPanel.EnabledGestures = GestureType.FreeDrag; base.Initialize(); }
public override bool Initialize() { ShooterTutorialGame.MouseVisibility = false; _spriteFont = _content.Load <SpriteFont>("Graphics\\gameFont"); // Load the player resources Rectangle titleSafeArea = _device.Viewport.TitleSafeArea; Vector2 playerPosition = new Vector2(titleSafeArea.X, titleSafeArea.Y + (titleSafeArea.Height / 2)); Animation playerAnimation = new Animation(); Texture2D playerTexture = _content.Load <Texture2D>("Graphics\\shipAnimation"); playerAnimation.Initialize(playerTexture, playerPosition, 115, 69, 8, 30, Color.White, Scale, true); // Initialize the player class ShooterTutorialGame.GamePlayer = new Player(); _player = ShooterTutorialGame.GamePlayer; _player.Initialize(playerAnimation, playerPosition); // Background _rectBackground = new Rectangle(0, 0, _device.Viewport.Width, _device.Viewport.Height); _bgLayer1 = new ParallaxingBackground(); _bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List <Enemy>(); // Set the time keepers to zero prevSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize the laser laserBeams = new List <Laser>(); const float SECONDS_IN_MINUTE = 60f; const float RATE_OF_FIRE = 200f; laserSpawnTime = TimeSpan.FromSeconds(SECONDS_IN_MINUTE / RATE_OF_FIRE); prevLaserSpawnTime = TimeSpan.Zero; // Initialize the explosion sheet explosions = new List <Explosion>(); // Initialize our random number generator random = new Random(); // Load the parallaxing background _bgLayer1.Initialize(_content, "Graphics\\bgLayer1", _device.Viewport.Width, _device.Viewport.Height, -1); _bgLayer2.Initialize(_content, "Graphics\\bgLayer2", _device.Viewport.Width, _device.Viewport.Height, -2); _mainBackground = _content.Load <Texture2D>("Graphics\\mainBackground"); // Load the laser texture laserTexture = _content.Load <Texture2D>("Graphics\\laser"); // Enemy texture enemyTexture = _content.Load <Texture2D>("Graphics\\mineAnimation"); // Explosion texture explosionTexture = _content.Load <Texture2D>("Graphics\\explosion"); // Load laser sound effect and create the effect instance laserSound = _content.Load <SoundEffect>("Sounds\\laserFire"); laserSoundInstance = laserSound.CreateInstance(); // Load explosion sound effect and create the effect instance explosionSound = _content.Load <SoundEffect>("Sounds\\explosion"); explosionSoundInstance = explosionSound.CreateInstance(); // Load the BGM //gameMusic = _content.Load<Song>("Sounds\\gameMusic"); //MediaPlayer.Play(gameMusic); return(base.Initialize()); }
/// <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() { // Initalize _player _player = new Player(); _playerMoveSpeed = 8.0f; // Initalize Faries _faries = new List <Fairy>(); // Initalize _enemies _enemies = new List <Enemy>(); _previousEnemySpawnTime = TimeSpan.Zero; _enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initalize _random number generator _random = new Random(); // Initalize background _bgLayer1 = new ParallaxingBackground(); // Initalize weapons _marshmallows = new List <MarshmallowLaser>(); _fireTime = TimeSpan.FromSeconds(.15f); // Initalize _explosions _explosions = new List <Animation>(); // Initalize _score _score = 0; // GameTime Variables _gameUpdate = TimeSpan.FromSeconds(10f); _previousGameUpdate = TimeSpan.Zero; _increaseSpawn = TimeSpan.FromSeconds(0.001f); _increaseFire = TimeSpan.FromSeconds(0.001f); /* Power ups/downs */ // Initalize health power up _healthy = new List <HealthBoost>(); _previousHealthSpawnTime = TimeSpan.Zero; _healthSpawnTime = TimeSpan.FromMinutes(_random.Next(1, 5)); // Initalize _speed Power _speed = new List <SpeedPower>(); _previousSpeedSpawnTime = TimeSpan.Zero; _speedSpawnTime = TimeSpan.FromMinutes(_random.Next(1, 3)); _speedTimer = new Timer(); _speedTimer.Interval = 1; _speedTimer.Elapsed += OnSpeedTimedEvent; _speedTimer.Enabled = false; _speedCountSeconds = 10000; // Initalize invasion _isInvading = false; // Initalize slow motion _isSlowingDown = false; // Initalize hyper space _hyperSpace = new List <HyperSpace>(); _wasJumping = TimeSpan.Zero; _hyperSpaceSpawnTime = TimeSpan.FromMinutes(_random.Next(1, 1)); _isJumping = false; _hyperSpaceTimer = new Timer(); _hyperSpaceTimer.Interval = 1; _hyperSpaceTimer.Elapsed += OnHyperSpaceTimedEvent; _hyperSpaceTimer.Enabled = false; _hyperSpaceCountSeconds = 3000; // Savior _saveMe = new List <Savior>(); _wasSaving = TimeSpan.Zero; _isSaving = TimeSpan.FromSeconds(20f); // Add Fairy _addFairies = new List <AddFairy>(); _isAddingFairy = TimeSpan.FromSeconds(40f); _wasAddingFairy = TimeSpan.Zero; base.Initialize(); }
/// <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 //Fullscreen logic - f**k logic #if WINDOWS || LINUX Window.IsBorderless = true; Window.Position = new Point(0, 0); graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; graphics.ApplyChanges(); #endif //Set the background parameters rectBackground = new Rectangle( 0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); //Load the menu textures Texture2D menuBackground = Content.Load<Texture2D>("Graphics\\mainMenu"); mainMenu = new Menu(menuBackground); Texture2D gameOverBackground = Content.Load<Texture2D>("Graphics\\endMenu"); gameOverMenu = new Menu(gameOverBackground); gameOverMenu.Active = false; //Assign buttons to the menus ButtonAction btnAction; btnAction = NewGame; mainMenu.AddButton("New Game", btnAction); gameOverMenu.AddButton("Try Again", btnAction); btnAction = HighScores; mainMenu.AddButton("High Scores", btnAction); #if WINDOWS || LINUX btnAction = QuitGame; mainMenu.AddButton("Quit", btnAction); gameOverMenu.AddButton("Quit", btnAction); #endif //Load the game over menu //Load the font spriteFont = Content.Load<SpriteFont>("Graphics\\gameFont"); //Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("Graphics\\shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); playerPosition = new Vector2( GraphicsDevice.Viewport.TitleSafeArea.X + GraphicsDevice.Viewport.TitleSafeArea.Width / 2, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2 ); player.Initialize(playerAnimation, playerPosition); //Load the parallaxing background bgLayer1.Initialize( Content, "Graphics\\bgLayer1", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, (int)-scale); bgLayer2.Initialize( Content, "Graphics\\bgLayer2", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, (int)-scale * 2); mainBackground = Content.Load<Texture2D>("Graphics\\mainbackground"); //Load enemy graphics enemyTexture = Content.Load<Texture2D>("Graphics\\mineAnimation"); //Load laser textures laserTexture = Content.Load<Texture2D>("Graphics\\laser"); //Load explosions explosionTexture = Content.Load<Texture2D>("Graphics\\explosion"); }