private void DropPowerup(Enemy e) { int r = randomGenerator.Next(0, 100); if (r >= 0 && r < 10) { playerInteractableList.Add(new HealthPowerup(HEALTH_POWER_DATA, e.Position, new Vector2(0, -1), (float)(Math.PI / 2), healthPowerup, gameTimer.RawTime)); } }
protected override void LoadContent() { base.LoadContent(); graphics.PreferredBackBufferHeight = (graphics.GraphicsDevice.DisplayMode.Height - (graphics.GraphicsDevice.DisplayMode.Height / 9)); graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width - (graphics.GraphicsDevice.DisplayMode.Width / 7); graphics.ApplyChanges(); playerBrigTexture = Content.Load<Texture2D>("PlayerImages/Brig2_1"); enemyBrigTexture = Content.Load<Texture2D>("EnemyImages/Brig2_1 - Enemy"); enemyCBTexture = Content.Load<Texture2D>("CannonBall_Enemy"); playerCBTexture = Content.Load<Texture2D>("CannonBall"); player = new Player_Brig(Content.Load<PlayerData>("ObjectDataFiles/Player_Brig_TestData"), playerBrigTexture, playerCBTexture); player.setPosition(new Vector2(290, 537)); enemy = new Enemy_Brig(Content.Load<EnemyData>("ObjectDataFiles/Enemy_Brig_TestData"), enemyBrigTexture, enemyCBTexture); enemy.setPosition(new Vector2(graphics.PreferredBackBufferWidth / 2 - enemyBrigTexture.Width / 2, graphics.PreferredBackBufferHeight / 2 - enemyBrigTexture.Height / 2)); }
private void DropPowerup(Enemy e) { int r = randomGenerator.Next(0, 100); if (r >= 0 && r < 10) { playerInteractableList.Add(new HealthPowerup(e.Position, new Vector2(0, -1), (float)(Math.PI / 2), healthPowerup)); } }