public void CreateWall() { MobileObject wall; wall = new MobileObject(); wall.UpdateBounds(); wall.randomX = randomPos.Next(265, 530); wall.startX = wallPosition; wall.position = new Vector2(wall.startX, 380); wall.size = new Vector2(44, 50); wall.origin = new Vector2(); wall.rotation = 0f; wall.scale = 1f; wall.speed = 2; wall.texture = wallTexture; wall.origin = new Vector2(wall.texture.Width / 2, wall.texture.Height / 2); wall.SetSize(new Vector2(wall.texture.Width, wall.texture.Height)); wall.UpdateBounds(); walls.Add(wall); wallPosition += wall.randomX; }
public void UpdateMoney() { foreach (MobileObject money in Missles) { money.position += money.velocity; money.rotation -= 0.3f; money.UpdateBounds(); //Debug.WriteLine("Update Position" + money.position); } }
public void CreateMoney(GameTime gameTime) { TimeSpan timeSincelastShot = gameTime.TotalGameTime - lastShot; if (timeSincelastShot > shotCoolDown && player.health > 0) { MobileObject money = new MobileObject(); money.position = player.position; money.texture = newmoney; money.size = new Vector2(100, 50); money.scale = 1f; money.rotation = 0; money.rotationDelta = 0; money.velocity = new Vector2(-17, 0); money.origin = new Vector2(money.texture.Width / 2, money.texture.Height / 2); money.UpdateBounds(); Missles.Add(money); lastShot = gameTime.TotalGameTime; player.health -= 5; } }
/// <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 player = new PlayerObject(); player.UpdateBounds(); player.position = new Vector2(graphics.PreferredBackBufferWidth / 2, 400); player.size = new Vector2(265, 139); player.origin = new Vector2(); player.rotation = 0f; player.scale = 0.5f; player.speed = 1; player.jumping = false; player.jumpspeed = 0; player.startY = player.position.Y; player.health = 500; money = new MobileObject(); money.UpdateBounds(); money.position = player.position; money.velocity = new Vector2(5, 0); money.size = new Vector2(100, 50); money.origin = new Vector2(); money.rotation = 1f; money.rotationDelta = 0; money.scale = 1f; money.speed = 5; Missles = new List <MobileObject>(); MisslesToRemove = new List <MobileObject>(); RandNum = new Random(); lastShot = new TimeSpan(0, 0, 0, 0, 0); shotCoolDown = new TimeSpan(0, 0, 0, 0, 250); enemy = new GameObject(); enemy.UpdateBounds(); enemy.position = new Vector2(5, 300); //player.groundHeight enemy.size = new Vector2(140, 196); enemy.origin = new Vector2(); enemy.rotation = 0f; enemy.scale = 1f; background1 = new MobileObject(); background1.position = new Vector2(0, 0); background2 = new MobileObject(); background2.position = new Vector2(0, 0); background3 = new MobileObject(); background3.position = new Vector2(0, 0); LosePos = new Vector2(0, 0); timer = 0; centre = new Vector2(player.position.X - player.origin.X, player.position.Y - player.origin.Y); //Default State gameState = GameState.MENU; menuBackgroundPos = new Vector2(0, 0); //menuDinoPos = new Vector2(250, graphics.PreferredBackBufferHeight / 2); //Menu Button Int StartButtonPosition = new Vector2((graphics.PreferredBackBufferWidth / 2) - 50, 200); ExitButtonPosition = new Vector2((graphics.PreferredBackBufferWidth / 2) - 50, 250); //LevelSelect Int Level1ButtonPosition = new Vector2(100, graphics.PreferredBackBufferHeight / 2); Level2ButtonPosition = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); Level2Unlocked = true; Level3ButtonPosition = new Vector2(600, graphics.PreferredBackBufferHeight / 2); Level3Unlocked = true; //Mouse Click mouseState = Mouse.GetState(); previousMouseState = mouseState; base.Initialize(); }