//spawns new enemies for the game private void spawnNewEnemies(int numEnemies) { int rand = randomNumber.Next(0,10); if (enemyObjects.Count < numEnemies) { EnemyObject testEnemy = new EnemyObject(playerTexture, 4, 4, (screenWidth - (playerTexture.Width / 4)) - 30 - rand * 48, (gridHeight / 2) * 48, 100); testEnemy.playerID = "Enemy" + (enemyObjects.Count + 1); objects.Add(testEnemy); enemyObjects.Add(testEnemy); } }
//initialise and start new game private void startNewSinglePlayerGame() { //setup grid landscape loadGridTiles(); objects = new List<GameObject>();//keeps track of all objects in game enemyObjects = new List<EnemyObject>();//keeps track of all enemy objects currentMenuOption = 1; collisionDetector = new CollisionDetection(); bombsLayed1 = new List<BombObject>(); bombCount1 = 0; //keep track of all the scores player1Score = 0; player2Score = 0; highestEnemyScore = 0; //setup time variables startTime = System.Environment.TickCount; totalTime = 60; pausedTime = 0; elapsedPauseTime = 0; gamePaused = false; //initiailse map map = new GameMap(screenWidth, screenHeight, gridWidth, gridHeight, gridTileDimensions); map.initialiseMap(destructableTexture,indestructableTexture); //create player object positioned at the bottom, middle of screen //player1 player1Obj = new Player(playerTexture, 4, 4, playerTexture.Width/4, (gridHeight/2)*48, 400); player1Obj.playerID = "Player1"; player1Alive = true; objects.Add(player1Obj); player2Alive = false; //enemies for (int i = 0; i < 5; i++) { EnemyObject testEnemy = new EnemyObject(playerTexture, 4, 4, (screenWidth - (playerTexture.Width / 4)) - 30 - i*48, (gridHeight / 2)*48, 200); testEnemy.playerID = "Enemy"+(i+1); objects.Add(testEnemy); enemyObjects.Add(testEnemy); } }
/// <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. // initialize and fill list SpriteBatch = new SpriteBatch(GraphicsDevice); _b1 = new BgObject(new Vector2(0, -1500), "scrollingbg.jpg"); _b2 = new BgObject(new Vector2(0, -3550), "scrollingbg1.jpg"); _p = new PlayerObject(new Vector2(300, 400), BgSpeed, "player.png"); using (var fileStream = new FileStream("fail.jpg", FileMode.Open)) { _fail = Texture2D.FromStream(Graphics.GraphicsDevice, fileStream); } using (var fileStream = new FileStream("menu.png", FileMode.Open)) { _menuTex = Texture2D.FromStream(Graphics.GraphicsDevice, fileStream); } for (float i = 0; i < NumBullets; i++) { var bullet = new BulletObject("laser.png"); _bulletList.Add(bullet); } for (float i = 0; i < NumBalloons; i++) { var balloon = new EnemyObject(new Vector2(150*i+200, 700), new Vector2(0,-1), 1, 100, "balloon.png"); _enemyList.Add(balloon); } for (float i = 0; i < NumClover; i++) { var clover = new EnemyObject(new Vector2(i * 150 + 10, -100), new Vector2(1,1), 1, 150, "clover.png"); _enemyList.Add(clover); } for (float i = 0; i < NumHearts; i++) { var heart = new EnemyObject(new Vector2(-100, 150 * i + 50), new Vector2(1, -.01f), 1, 200, "heart.png"); _enemyList.Add(heart); } for (float i = 0; i < NumHorseShoe; i++) { var horseShoe = new EnemyObject(new Vector2(800, 150 * i + 50), new Vector2(-1, -.01f), 1, 250,"horseshoe.png"); _enemyList.Add(horseShoe); } for (float i = 0; i < NumMoons; i++) { var moon = new EnemyObject(new Vector2(700 + i * 150, 700 + i * 150), new Vector2(-1, -1), 1, 300, "moon.png"); _enemyList.Add(moon); } for (float i = 0; i < NumPotOGold; i++) { var potOGold = new EnemyObject(new Vector2(i * 100, 600 + i * 150), new Vector2(1, -1), 1, 350, "potOGold.png"); _enemyList.Add(potOGold); } for (float i = 0; i < NumRainbows; i++) { var rainbow = new EnemyObject(new Vector2(500 + i * 150, -100), new Vector2(-1, 1), 1, 400, "rainbow.png"); _enemyList.Add(rainbow); } for (float i = 0; i < NumStars; i++) { var star = new EnemyObject(new Vector2(-i * 40, 400 + i * 150), new Vector2(1, -1), 1, 450, "star.png"); _enemyList.Add(star); } for (float i = 0; i < _enemyList.Count; i++) { var boom = new ExplosionObject(new Vector2(0, 0), "boom.png"); _explosionList.Add(boom); } _checker = new CollisionChecker(); // TODO: use this.Content to load your game content here }