/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); for (int i = 0; i < rows.Length; i++) { TileColor rowColor; Vector2 rowLocation = new Vector2(); rowLocation.Y = location.Y + i * DistanceBetweenRows + i * Tile.TileDimension; rowLocation.X = (i % 2 == 0 ? location.X : OddRowOffset); if (i < 2) { rowColor = TileColor.Red; } else if (i < 4) { rowColor = TileColor.Orange; } else if (i < 6) { rowColor = TileColor.Yellow; } else { rowColor = TileColor.Green; } rows[i] = new TileRow(Game, rowColor); rows[i].Location = rowLocation; rows[i].MovingRight = (i % 2 == 0 ? true : false); moveSound = Game.Content.Load <SoundEffect>(@"Effects\movement"); } base.Initialize(); }
public Tile(Game game, TileRow row, TileColor color) : base(game) { UpdateOrder = BrickInvaders.TilePriority; Game.Components.Add(this); Cleared = false; this.containingRow = row; this.color = color; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); for (int i = 0; i < rows.Length; i++) { TileColor rowColor; Vector2 rowLocation = new Vector2(); rowLocation.Y = location.Y + i * DistanceBetweenRows + i * Tile.TileDimension; rowLocation.X = (i % 2 == 0 ? location.X : OddRowOffset); if (i < 2) { rowColor = TileColor.Red; } else if (i < 4) { rowColor = TileColor.Orange; } else if (i < 6) { rowColor = TileColor.Yellow; } else { rowColor = TileColor.Green; } rows[i] = new TileRow(Game, rowColor); rows[i].Location = rowLocation; rows[i].MovingRight = (i % 2 == 0 ? true : false); moveSound = Game.Content.Load<SoundEffect>(@"Effects\movement"); } base.Initialize(); }