public void Initialize(Animation animation, Vector2 position) { // Load the enemy ship texture EnemyAnimation = animation; // Set the position of the enemy Position = position; // We initialize the enemy to be active so it will be update in the game Active = true; // Set the health of the enemy Health = 10; // Set the amount of damage the enemy can do Damage = 10; // Set how fast the enemy moves enemyMoveSpeed = 6f; // Set the score value of the enemy Value = 100; }
public void Initialize(Animation animation, Vector2 position) { PlayerAnimation = animation; // Set the starting position of the player around the middle of the screen and to the back Position = position; // Set the player to be active Active = true; // Set the player health Health = 100; }
public void Initialize(Animation animation, Vector2 position) { LaserAnimation = animation; Position = position; Active = true; }
protected void AddLaser() { Animation laserAnimation = new Animation(); // initlize the laser animation laserAnimation.Initialize(laserTexture, player.Position, 46, 16, 1, 30, Color.White, 1f, true); Laser laser = new Laser(); // Get the starting postion of the laser. var laserPostion = player.Position; // Adjust the position slightly to match the muzzle of the cannon. laserPostion.Y += 37; laserPostion.X += 70; // init the laser laser.Initialize(laserAnimation, laserPostion); laserBeams.Add(laser); /* todo: add code to create a laser. */ // laserSoundInstance.Play(); }
private void AddEnemy() { // Create the animation object Animation enemyAnimation = new Animation(); // Initialize the animation with the correct animation information enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true); // Randomly generate the position of the enemy Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100)); // Create an enemy Enemy enemy = new Enemy(); // Initialize the enemy enemy.Initialize(enemyAnimation, position); // Add the enemy to the active enemies list enemies.Add(enemy); }
/// <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 enemyTexture = Content.Load<Texture2D>("Graphics/mineAnimation"); // load th texture to serve as the laser laserTexture = Content.Load<Texture2D>("Graphics\\laser"); // load Font Font = Content.Load<SpriteFont>("Graphics\\gameFont"); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("Graphics\\shipAnimation"); Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea; playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true); menu.LoadContent(Content, new Size(800, 600)); Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, 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, -1); bgLayer2.Initialize(Content, "Graphics/bgLayer2", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, -2); mainBackground = Content.Load<Texture2D>("Graphics/mainbackground"); endGame = Content.Load<Texture2D>("Graphics/endMenu"); }