public Buildings(Rectangle rect, Texture2D texture, missileManager missileManager) { _missileManager = missileManager; _rand = new Random(System.DateTime.Now.Millisecond); _rect = rect; _buildingTexture = texture; }
public MissileSpawningAI(missileManager missileManager) { _missileManager = missileManager; maxMillisecondsSpanMissile = 5000; _difficulty.Interval = new TimeSpan(0, 0, 1); _spawnNormalmissiles.Tick += new EventHandler(_difficultyTick); _spawnNormalmissiles.Start(); _spawnNormalmissiles.Interval = new TimeSpan(0, 0, 0, 0, 5000); _spawnNormalmissiles.Tick += new EventHandler(_spawnNormalmissiles_Tick); _spawnNormalmissiles.Start(); }
public void load(ContentManager content) { _missileManager = new missileManager(Game1.game.Content); _font = Game1.game.Content.Load <SpriteFont>("font"); //set the score items _score = 0; _percentMultiplier = 1.0f; _missileBases = 3; _city = 6; _missileManager = new missileManager(Game1.game.Content); //sets up the missile bases Texture2D HomeBase = Game1.game.Content.Load <Texture2D>("Homebase"); _leftBase = new Buildings(new Rectangle(30, 409, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager); _middleBase = new Buildings(new Rectangle(385, 409, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager); _rightBase = new Buildings(new Rectangle(725, 407, HomeBase.Width, HomeBase.Height), HomeBase, _missileManager); //sets up the selection of buildings Texture2D buildings = Game1.game.Content.Load <Texture2D>("building"); _buildings[0] = new Buildings(new Rectangle(120, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _buildings[1] = new Buildings(new Rectangle(200, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _buildings[2] = new Buildings(new Rectangle(280, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _buildings[3] = new Buildings(new Rectangle(470, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _buildings[4] = new Buildings(new Rectangle(550, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _buildings[5] = new Buildings(new Rectangle(630, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings, _missileManager); _line = new Lines(Game1.game.Content); //cool down bar _leftBaseCoolDown = new CoolDownBar(Game1.game.Content, new Vector2(_leftBase.GetRectangle.Left - 20, _leftBase.GetRectangle.Top - 20)); _middleBaseCoolDown = new CoolDownBar(Game1.game.Content, new Vector2(_middleBase.GetRectangle.Left - 20, _middleBase.GetRectangle.Top - 20)); _rightBaseCoolDown = new CoolDownBar(Game1.game.Content, new Vector2(_rightBase.GetRectangle.Left - 20, _rightBase.GetRectangle.Top - 20)); _missileAi = new MissileSpawningAI(_missileManager); //set the score items _score = 0; _percentMultiplier = 1.0f; _missileBases = 3; _city = 6; }
protected override void OnNavigatedTo(NavigationEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); _missileManager = new Missile.missileManager(contentManager); _line = new Lines(contentManager); _uiRender = new UIElementRenderer(this, 800, 480); timer.Start(); base.OnNavigatedTo(e); }
/// <summary> /// load function /// </summary> private void Load() { _missileAi = new MissileSpawningAI(); BorderLeftArrow.Visibility = System.Windows.Visibility.Visible; BorderMiddleArrow.Visibility = System.Windows.Visibility.Visible; BorderRightArrow.Visibility = System.Windows.Visibility.Visible; _missileManager = new Missile.missileManager(contentManager); CanvasGameOver.Visibility = System.Windows.Visibility.Collapsed; //set the score items _score = 0; _percentMultiplier = 1.0f; _missilesBases = 3; _city = 6; //sets up the missile bases Texture2D HomeBase = contentManager.Load <Texture2D>("Homebase"); _leftBase = new Buildings(new Rectangle(30, 409, HomeBase.Width, HomeBase.Height), HomeBase); _middleBase = new Buildings(new Rectangle(385, 409, HomeBase.Width, HomeBase.Height), HomeBase); _rightBase = new Buildings(new Rectangle(725, 407, HomeBase.Width, HomeBase.Height), HomeBase); //sets up the selection of buildings Texture2D buildings = contentManager.Load <Texture2D>("building"); _buildings[0] = new Buildings(new Rectangle(120, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); _buildings[1] = new Buildings(new Rectangle(200, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); _buildings[2] = new Buildings(new Rectangle(280, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); _buildings[3] = new Buildings(new Rectangle(470, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); _buildings[4] = new Buildings(new Rectangle(550, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); _buildings[5] = new Buildings(new Rectangle(630, 480 - buildings.Height - 17, buildings.Width, buildings.Height), buildings); }
public PlayerNormalmissile(missileManager manager) { _missileManager = manager; }
public ComputerNormalMissile(missileManager missileManager) { _missileManager = missileManager; }