/// <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 map = new GameMap(); enemy = new Enemy(); base.Initialize(); }
//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); } }