private void AddExplosion(Vector2 position, ExplosionType type) { AnimationSprite temp; switch (type) { case ExplosionType.Big: temp = new AnimationSprite(_explosionTextures[0],16); break; case ExplosionType.Medium: temp = new AnimationSprite(_explosionTextures[1], 16); break; case ExplosionType.Bullet: temp = new AnimationSprite(_explosionTextures[3], 16); break; case ExplosionType.BulletUfo: temp = new AnimationSprite(_explosionTextures[4], 16); break; default: temp = new AnimationSprite(_explosionTextures[2], 16); break; } temp.Position = position; temp.Rotation = _random.Next(-6, 6); temp.Create(); _explosions.Add(temp); }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Set the sharing mode of the graphics device to turn on XNA rendering SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); // TODO: use this.content to load your game content here _barTex = _contentManager.Load<Texture2D>("Sprites/HealthBar2"); _healthBar = new HealthBar(_barTex); _energyBar = new HealthBar(_barTex); _aidkitTexture = _contentManager.Load<Texture2D>("Sprites/aidkit"); _ship = new AnimationSprite(_contentManager.Load<Texture2D>("Sprites/rocket"), 32) { Position = new Vector2(_screenWidth/2, _screenHeight/2) }; _ship.Life = LifeAmount; _ship.Energy = EnergyAmount; _ship.Create(); _healthBar.Min = 0; _healthBar.Max = _ship.Life; _healthBar.Value = _ship.Life; _energyBar.Min = 0; _energyBar.Max = _ship.Energy; _energyBar.Value = _ship.Energy; _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBig")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionMedium")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionSmall")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBullet")); _explosionTextures.Add(_contentManager.Load<Texture2D>("Sprites/explosionBulletUfo")); _ufo = new AnimationSprite(_contentManager.Load<Texture2D>("Sprites/ufo"),10); _bullet = new Sprite(_contentManager.Load<Texture2D>("Sprites/bullet")); _ufobullet = new Sprite(_contentManager.Load<Texture2D>("Sprites/ufobullet")); _specialBulletTexture = _contentManager.Load<Texture2D>("Sprites/specialbullet"); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/large" + i)); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/medium" + i)); for (int i = 1; i < 4; i++) _asteroidTextures.Add( _contentManager.Load<Texture2D>("Sprites/small" + i)); _myFont = _contentManager.Load<SpriteFont>("Sprites/font01"); _myFont2 = _contentManager.Load<SpriteFont>("Sprites/font02"); _control = _contentManager.Load<Texture2D>("Sprites/control"); _backgroundTexture = _contentManager.Load<Texture2D>("Sprites/BG"); // Start the timer _timer.Start(); base.OnNavigatedTo(e); }