Esempio n. 1
0
        public Level2Screen(Game game, SpriteBatch sB) : base(game, sB)
        {
            isActive    = true;
            isCompleted = false;
            timeCounter = 0;

            mainPlayer = GameFlowManager.player1;

            int maxHP = 20;

            canyouseemeTitle           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/canyouseemeV1"));
            canyouseemeTitle.position  = new Vector2(400, 100);
            canyouseemeTitle.initialHP = maxHP;
            canyouseemeTitle.HP        = maxHP;

            IPreadytolearnTitle           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/IPreadytolearn"));
            IPreadytolearnTitle.position  = new Vector2(600, 300);
            IPreadytolearnTitle.initialHP = maxHP;
            IPreadytolearnTitle.HP        = maxHP;

            lvl2warning1           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/lv2warning1"));
            lvl2warning1.position  = new Vector2(100 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2);
            lvl2warning1.initialHP = maxHP;
            lvl2warning1.HP        = maxHP;

            keepafloat           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/keepafloat"));
            keepafloat.position  = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2);
            keepafloat.initialHP = maxHP;
            keepafloat.HP        = maxHP;

            letsstartthelearning           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/letsstartthelearning"));
            letsstartthelearning.position  = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2);
            letsstartthelearning.initialHP = maxHP;
            letsstartthelearning.HP        = maxHP;

            forscience           = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/forscience"));
            forscience.position  = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2);
            forscience.initialHP = maxHP;
            forscience.HP        = maxHP;

            apertureascii          = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/apertureasciiV3"));
            apertureascii.position = new Vector2(10 + apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2);


            spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1");


            totalAngularVelocity = 0;

            PE1 = new ParticleEngine(sB, Game.Content.Load <Texture2D>("Sprites/goatV1"), 2);
        }
Esempio n. 2
0
        public Level2Screen(Game game, SpriteBatch sB)
            : base(game, sB)
        {
            isActive = true;
            isCompleted = false;
            timeCounter = 0;

            mainPlayer = GameFlowManager.player1;

            int maxHP = 20;

            canyouseemeTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/canyouseemeV1"));
            canyouseemeTitle.position = new Vector2(400, 100);
            canyouseemeTitle.initialHP = maxHP;
            canyouseemeTitle.HP = maxHP;

            IPreadytolearnTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/IPreadytolearn"));
            IPreadytolearnTitle.position = new Vector2(600, 300);
            IPreadytolearnTitle.initialHP = maxHP;
            IPreadytolearnTitle.HP = maxHP;

            lvl2warning1 = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/lv2warning1"));
            lvl2warning1.position = new Vector2(100 + lvl2warning1.texture.Width/2, 100 + lvl2warning1.texture.Height/2);
            lvl2warning1.initialHP = maxHP;
            lvl2warning1.HP = maxHP;

            keepafloat = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/keepafloat"));
            keepafloat.position = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2);
            keepafloat.initialHP = maxHP;
            keepafloat.HP = maxHP;

            letsstartthelearning = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/letsstartthelearning"));
            letsstartthelearning.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2);
            letsstartthelearning.initialHP = maxHP;
            letsstartthelearning.HP = maxHP;

            forscience = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/forscience"));
            forscience.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2);
            forscience.initialHP = maxHP;
            forscience.HP = maxHP;

            apertureascii = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/apertureasciiV3"));
            apertureascii.position = new Vector2(10+ apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2);

            spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1");

            totalAngularVelocity = 0;

            PE1 = new ParticleEngine(sB, Game.Content.Load<Texture2D>("Sprites/goatV1"),2);
        }
Esempio n. 3
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        public Level3Screen(Game game, SpriteBatch sB)
            : base(game, sB)
        {
            isActive = true;
            isCompleted = false;
            timeCounter = 0;

            mainPlayer = GameFlowManager.player1;

            PE1 = new ParticleEngine(sB, Game.Content.Load<Texture2D>("Sprites/goatV1"), 1);
            PE1.MaxParticles = 1000;

            spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1");

            feynmanLecture = new FeynmanObject(game, sB);
            feynmanLecture.position = new Vector2(400, 150);

            gravity = 1f;
            bulletPush = 10f;
        }
Esempio n. 4
0
        public Level3Screen(Game game, SpriteBatch sB) : base(game, sB)
        {
            isActive    = true;
            isCompleted = false;
            timeCounter = 0;



            mainPlayer = GameFlowManager.player1;

            PE1 = new ParticleEngine(sB, Game.Content.Load <Texture2D>("Sprites/goatV1"), 1);
            PE1.MaxParticles = 1000;

            spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1");

            feynmanLecture          = new FeynmanObject(game, sB);
            feynmanLecture.position = new Vector2(400, 150);

            gravity    = 1f;
            bulletPush = 10f;
        }