Esempio n. 1
0
 public void Launch(Vector2 position, Vector2 velocity, bool aboveSnowMounds, Player owner)
 {
     PassedOverMound = false;
     Owner = owner;
     AboveSnowMounds = aboveSnowMounds;
     airTime = 0;
     Alive = true;
     Position = position;
     Velocity = velocity;
     Damage = 1;
 }
Esempio n. 2
0
 public Level(ContentManager content, Player player)
 {
     _content = content;
     _player = player;
     _player.Position = new Vector2(500, 500);
     _snowballs = new List<Snowball>();
     _obstacles = new List<Obstacle>();
     _enemies = new List<Enemy>();
     Rand = new Random();
     _oldKeyboardState = Keyboard.GetState();
     _levelBackground = _content.Load<Texture2D>("LevelBackground");
     _lifeCounterImage = _content.Load<Texture2D>("playerHat");
     AddGameObjects();
 }
Esempio n. 3
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        internal void LaunchSnowball(Player thrower)
        {
            bool aCreateNew = true;
            foreach (Snowball snowball in _snowballs)
            {
                if (false)//snowball.Alive == false)
                {
                    aCreateNew = false;
                    snowball.Launch(new Vector2(thrower.Position.X + thrower.Width, thrower.Position.Y), thrower.GetThrowVelocity(), thrower.IsDucking(), thrower);
                    thrower.ReleaseSnowball();
                    break;
                }
            }

            if (aCreateNew == true)
            {
                Snowball aSnowball = new Snowball(_content);
                aSnowball.Launch(new Vector2(thrower.Position.X + thrower.Width, thrower.Position.Y), thrower.GetThrowVelocity(), !thrower.IsDucking(), thrower);
                _snowballs.Add(aSnowball);
            }

            thrower.ReleaseSnowball();
        }
Esempio n. 4
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            _gameState = new GameState();
            _gameState = GameState.GamePlay;
            _player = new Player(Content);
            _currentLevel = new Level(Content, _player);

            base.Initialize();
        }