protected override void Initialize() { this.IsMouseVisible = true; tower1 = new TowerButton(830, 220); //tower1.scale = 0.5f; Back1 = new sprite(); Back1.Scale = 2.0f; graphics.PreferredBackBufferWidth = 1000;//size of window graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); sidebar = new sprite(); topbar = new sprite(); title = new sprite(); map = new sprite(); lvl1Button = new Button(); start = new Button(); lvl1 = new Level1(); lvl2Button = new Button(); lvl2 = new Level2(); base.Initialize(); }
public void create_main_screen_objects() { x = -50; y = 380; level_number = 0; level_name = new string[no_of_level]; this.buttonlist = new List <Menu_button>(); this.level_buttonlist = new List <Menu_button>(); this.next_level_buttonlist = new List <Menu_button>(); this.restart_buttonlist = new List <Menu_button>(); for (int i = 0; i < no_of_level; i++) { level_name[i] = "images\\level" + i.ToString(); } soundEngine = Content.Load <SoundEffect>("Audios\\theme"); mm = new Main_menu(); ourMouse = new Mouse_Handler(Content); help_screen = false; catch_bag_l1 = new Level1(Content); l1_final = new Level1_final(Content); l1_instr = new Level1_instruction(); last_screen = new Last_screen(Content); button_click = Content.Load <SoundEffect>("Audios\\button"); }
private void updateTarget(Level1 level)//I think the problem is the positions of the rectangles, I wish I could see them to test... { Rectangle rect1; Rectangle rect2; List<Tower> towers = tower1.getTowers(); List<Pcrane> flock = level.getCranes();//this will have to be changes based on level, returns the cranes currently onscreen for (int i = 0; i < towers.Count; i++) { //rect1 = new Rectangle((int)towers[i].getPosition().X, (int)towers[i].getPosition().Y, 700, 700); rect1 = towers[i].getRange(); //think this is working now for (int j = 0; j < flock.Count; j++) { rect2 = new Rectangle((int)flock[j].getPosition().X, (int)flock[j].getPosition().Y, 70, 70); //rect2 = flock[j].getRec(); //this is wrong too if (towers[i].getTarget() == null && rect1.Intersects(rect2)) { //Tbutton.setTarget(flock[j]); towers[i].setTarget(flock[j]); //woooo it works! } } } }