/// <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() { asteroidKillList = new List<Asteroid>(); asteroid = new List<Asteroid>(); newAsteroidList = new List<Asteroid>(); killListWep = new List<Weapon>(); mainMenu = new MainMenu(Content, graphics.GraphicsDevice, ch); hud = new HUD(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); for (int i = 0; i < numOfAsteroids; i++) { rndNum = r.Next(1, 3); switch (rndNum) { case 1: rnd2 = r.Next(0, screenHeight); rnd1 = r.Next(-100, 0); break; case 2: rnd2 = r.Next(screenHeight, screenHeight + 100); rnd1 = r.Next(0, screenWidth); break; default: System.Windows.Forms.MessageBox.Show("oeps"); rnd1 = 0; rnd2 = 0; break; } double speed = r.NextDouble() * 3 * Math.PI; System.Threading.Thread.Sleep(1); double angle = r.NextDouble() * 2 * Math.PI; asteroid.Add(new Asteroid(new Vector2(rnd1, rnd2), r.Next(1, 4), (float)speed, dir = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)), Content)); } loader = new Loader(this.Content); base.Initialize(); }
/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); p.Load(Content); p.SetPlayerPos(spriteBatch); hud.Load(Content); mainMenu = new MainMenu(Content, graphics, ch); intro.Load(Content, graphics); oMenu.Load(); mainMenu.Load(Content, graphicsDevice); background = new Background(GraphicsDevice, Content); loadingScreen = new LoadingScreen(Content, graphics.GraphicsDevice); alien = new Alien(Content.Load<Texture2D>("AlienShip"), new Vector2(50, 100), Vector2.Zero, 0f, 2f, Content.Load<Texture2D>("AlienBullet")); foreach (Weapon wep in p.weapList) { wep.Load(Content, p.GetDirection()); } }