public static void LoadContent(ContentManager content, GameWindow window) { enemies = new List <Enemies>(); Random random = new Random(); menu = new Menu((int)State.Menu); menu.AddItem(content.Load <Texture2D>("sprites/menu/start"), (int)State.Level); menu.AddItem(content.Load <Texture2D>("sprites/menu/highscore"), (int)State.Highscore); menu.AddItem(content.Load <Texture2D>("sprites/menu/exit"), (int)State.Quit); player = new Player(content.Load <Texture2D>("sprites/player/tempplayer"), 380, 400); scoreText = new PrintText(content.Load <SpriteFont>("sprites/Fonts/firstfont")); Texture2D enemyOne = content.Load <Texture2D>("sprites/enemies/enemyOne"); Texture2D enemyTwo = content.Load <Texture2D>("sprites/enemies/enemyThree"); for (int i = 0; i < 5; i++) { int rndX = random.Next(140, window.ClientBounds.Width - enemyOne.Width - 140); int tempY = 100; NormalZombieBear temp1 = new NormalZombieBear(enemyOne, rndX, tempY, 1f, 0, 0); enemies.Add(temp1); } for (int i = 0; i < 3; i++) { int rndX = random.Next(100, window.ClientBounds.Width - enemyTwo.Width); int Y = 50; Enemy_2 temp2 = new Enemy_2(enemyTwo, rndX, Y, 1f, 0, 0); enemies.Add(temp2); } bas = new Base(content.Load <Texture2D>("sprites/player/Stacket"), 0, 280); }
/// <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 (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } Random random = new Random(); MouseState state = Mouse.GetState(); Texture2D tempSprite = Content.Load <Texture2D>("sprites/enemies/tempenemy"); player.Update(Window, gameTime); { foreach (Enemies e in enemies.ToList()) { if (e.IsAlive) { e.Update(Window); if (state.LeftButton == ButtonState.Pressed && player.CheckCollision(e)) { if (gameTime.TotalGameTime.TotalMilliseconds > timeSinceLastKill + 300) { e.IsAlive = false; player.Points++; enemies.Remove(e); } } if (bas.CheckCollision(e)) { player.IsAlive = false; } } } if (enemies.Count < 5) { int rndX = random.Next(100, Window.ClientBounds.Width - tempSprite.Width - 100); int tempY = 100; NormalZombieBear temp = new NormalZombieBear(tempSprite, rndX, tempY, 1f, 0, 0); enemies.Add(temp); } } /*switch (currentstate) * { * case State.Menu: * * * default: * KeyboardState keyboardState = Keyboard.GetState(); * currentStateHigh = State.EnterHighScore; * break; * }if (highscore.EnterUpdate(gameTime, player.Points)) currentStateHigh = State.PrintHighScore; * break;*/ base.Update(gameTime); }
private static void Reset(GameWindow window, ContentManager content) { player.Reset(); enemies.Clear(); Random random = new Random(); Texture2D enemyOne = content.Load <Texture2D>("sprites/enemies/enemyOne"); Texture2D enemyTwo = content.Load <Texture2D>("sprites/enemies/enemyThree"); for (int i = 0; i < 5; i++) { int rndX = random.Next(140, window.ClientBounds.Width - enemyOne.Width - 140); int tempY = 100; NormalZombieBear temp1 = new NormalZombieBear(enemyOne, rndX, tempY, 1f, 0, 0); enemies.Add(temp1); } for (int i = 0; i < 2; i++) { int rndX = random.Next(100, window.ClientBounds.Width - enemyTwo.Width); int Y = 50; Enemy_2 temp2 = new Enemy_2(enemyTwo, rndX, Y, 1f, 0, 0); enemies.Add(temp2); } }
/// <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); enemies = new List <Enemies>(); Random random = new Random(); player = new Player(Content.Load <Texture2D>("sprites/player/tempplayer"), 380, 400); Texture2D tempSprite = Content.Load <Texture2D>("sprites/enemies/tempenemy"); for (int i = 0; i < 5; i++) { int rndX = random.Next(100, Window.ClientBounds.Width - tempSprite.Width - 100); int tempY = 100; NormalZombieBear temp = new NormalZombieBear(tempSprite, rndX, tempY, 1f, 0, 0); enemies.Add(temp); } bas = new Base(Content.Load <Texture2D>("sprites/player/Stacket"), 0, 280); //font = Content.Load<SpriteFont>("sprites/Fonts/firstfont"); GameElements.LoadContent(Content, Window); }
public static State RunUpdate(ContentManager content, GameWindow window, GameTime gameTime) { Random random = new Random(); int rnd; MouseState state = Mouse.GetState(); Texture2D enemyOne = content.Load <Texture2D>("sprites/enemies/enemyOne"); Texture2D enemyTwo = content.Load <Texture2D>("sprites/enemies/enemyThree"); player.Update(window, gameTime); foreach (Enemies e in enemies.ToList()) { if (e.IsAlive) { e.Update(window); if (state.LeftButton == ButtonState.Pressed && player.CheckCollision(e)) { if (gameTime.TotalGameTime.TotalMilliseconds > timeSinceLastKill + 300) { e.IsAlive = false; player.Points++; enemies.Remove(e); timeSinceLastKill = gameTime.TotalGameTime.TotalMilliseconds; } } if (bas.CheckCollision(e)) { player.IsAlive = false; } } } if (enemies.Count < 8) { rnd = random.Next(1, 3); switch (rnd) { case 1: int rndX = random.Next(100, window.ClientBounds.Width - enemyOne.Width - 100); int tempY = 100; NormalZombieBear temp = new NormalZombieBear(enemyOne, rndX, tempY, 1f, 0, 0); enemies.Add(temp); break; case 2: int rndSpeedX = random.Next(1, 3); int rndX2 = random.Next(140, window.ClientBounds.Width - enemyTwo.Width - 140); int tempY2 = 50; Enemy_2 temp2 = new Enemy_2(enemyTwo, rndX2, tempY2, 1f, 0, 0); enemies.Add(temp2); break; } } if (!player.IsAlive) { Reset(window, content); return(State.Menu); } return(State.Level); }