/// <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 spark = Content.Load<Texture2D>("spark.png"); splittersystem = new SplitterSystem(spark); //Creates a new instance of splittersystem camera.setFieldSize(graphics.GraphicsDevice.Viewport); }
public Applicationview(ContentManager _content,Camera _camera,SpriteBatch _spritebatch) { content = _content; camera = _camera; spritebatch = _spritebatch; splittertexture = content.Load<Texture2D>("spark"); smoketexture = content.Load<Texture2D>("smoke"); explosiontexture = content.Load<Texture2D>("explosion"); shockwavetexture = content.Load<Texture2D>("Shockwave"); splittersystem = new SplitterSystem(splittertexture, spritebatch, camera, scale, startpos); smokesystem = new Smokesystem(smoketexture, spritebatch, camera, startpos); explosion = new Explosion(explosiontexture, spritebatch, camera, scale, startpos); shockwave = new Shockwave(shockwavetexture, spritebatch, camera, startpos); }
public Applicationview(ContentManager _content, Camera _camera, SpriteBatch _spritebatch) { content = _content; camera = _camera; spritebatch = _spritebatch; splittertexture = content.Load <Texture2D>("spark"); smoketexture = content.Load <Texture2D>("smoke"); explosiontexture = content.Load <Texture2D>("explosion"); shockwavetexture = content.Load <Texture2D>("Shockwave"); splittersystem = new SplitterSystem(splittertexture, spritebatch, camera, scale, startpos); smokesystem = new Smokesystem(smoketexture, spritebatch, camera, startpos); explosion = new Explosion(explosiontexture, spritebatch, camera, scale, startpos); shockwave = new Shockwave(shockwavetexture, spritebatch, camera, startpos); }
/// <summary> /// Allows the game to run logic such as updating the 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) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // TODO: Add your update logic here if (Keyboard.GetState().IsKeyDown(Keys.R)) { splittersystem = new SplitterSystem(spark); //Creates a new instance so a new explosion is created } foreach (SplitterParticle particle in splittersystem.particles) //Moves the particles { particle.Updateposition((float)gameTime.ElapsedGameTime.TotalSeconds); } base.Update(gameTime); }