public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = true; infiniteFoodModeOn = true; isTutorialWave = true; waveSize = wavesize; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); enemiesToSpawn.Insert(0, new Enemy1()); spawnTimings.Insert(0, baseTime + 0 * interval); enemiesToSpawn.Insert(1, new Enemy1()); spawnTimings.Insert(1, 2 * interval); enemiesToSpawn.Insert(2, new Enemy1()); spawnTimings.Insert(2, 3.5 * interval); enemiesToSpawn.Insert(3, new Enemy1()); spawnTimings.Insert(3, 5 * interval); enemiesToSpawn.Insert(waveSize - 1, new HeadShotTest()); spawnTimings.Insert(waveSize - 1, baseTime + 6.5 * interval); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new SniperAmmoLoot(2, content)); //lootList.Add(new FoodLoot(1, content)); lootList.Add(new MachineGunAmmoLoot(5, content)); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new MachineGunAmmoLoot(5, content)); openingTextFilename = "Content//Text//TutorialWave1Open.txt"; layout = new FoxholeLayout(); helpTexture = content.Load<Texture2D>("Graphics\\Tutorial1Help"); helpTextureController = content.Load<Texture2D>("Graphics\\Tutorial1HelpController"); base.Initialize(content, manager); }
public void Initialize(ContentManager Content, int startingFood, int HUDPosition, WaveManager manager) { foodSupply = startingFood; hudSeat = HUDPosition; foodTexture = Content.Load<Texture2D>("Graphics\\Food"); waveManager = manager; }
public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = false; infiniteFoodModeOn = false; isTutorialWave = false; waveSize = wavesize; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); for (int i = 0; i < waveSize; i++) { if (i % 4 == 0) enemiesToSpawn.Insert(i, new HeadShotTest()); else enemiesToSpawn.Insert(i, new Enemy1()); spawnTimings.Insert(i, baseTime + i * interval); } lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new FoodLoot(1, content)); lootList.Add(new MachineGunAmmoLoot(10, content)); lootList.Add(new FoodLoot(1, content)); lootList.Add(new MachineGunAmmoLoot(4, content)); lootList.Add(new SniperAmmoLoot(4, content)); lootList.Add(new MachineGunAmmoLoot(6, content)); lootList.Add(new FoodLoot(1, content)); lootList.Add(new SniperAmmoLoot(3, content)); lootList.Add(new SniperAmmoLoot(1, content)); openingTextFilename = "Content//Text//Wave2Open.txt"; layout = new TowerLayout(); base.Initialize(content, manager); }
public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = false; infiniteFoodModeOn = true; isTutorialWave = false; waveSize = wavesize; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); enemiesToSpawn.Insert(0, new ParachuteEnemy()); spawnTimings.Insert(0, baseTime + 0 * interval); enemiesToSpawn.Insert(1, new HumanShieldEnemy()); spawnTimings.Insert(1, baseTime + 1 * interval); //enemiesToSpawn.Insert(2, new HeadShotTest()); enemiesToSpawn.Insert(2, new Enemy1()); spawnTimings.Insert(2, baseTime + 1 * interval); enemiesToSpawn.Insert(3, new Enemy1()); spawnTimings.Insert(3, baseTime + 2 * interval); enemiesToSpawn.Insert(4, new HeadShotTest()); spawnTimings.Insert(4, baseTime + 3 * interval); enemiesToSpawn.Insert(5, new Enemy1()); spawnTimings.Insert(5, baseTime + 3 * interval); enemiesToSpawn.Insert(6, new HumanShieldEnemy()); spawnTimings.Insert(6, baseTime + 6 * interval); enemiesToSpawn.Insert(7, new Enemy1()); spawnTimings.Insert(7, baseTime + 7 * interval); enemiesToSpawn.Insert(8, new HeadShotTest()); spawnTimings.Insert(8, baseTime + 8 * interval); enemiesToSpawn.Insert(9, new HeadShotTest()); spawnTimings.Insert(9, baseTime + 9 * interval); //enemiesToSpawn.Insert(10, new HeadShotTest()); enemiesToSpawn.Insert(10, new ParachuteEnemy()); spawnTimings.Insert(10, baseTime + 9 * interval); enemiesToSpawn.Insert(11, new HeadShotTest()); spawnTimings.Insert(11, baseTime + 9 * interval); enemiesToSpawn.Insert(12, new HumanShieldEnemy()); spawnTimings.Insert(12, baseTime + 11 * interval); enemiesToSpawn.Insert(13, new HumanShieldEnemy()); spawnTimings.Insert(13, baseTime + 11 * interval); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new MachineGunAmmoLoot(10, content)); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new MachineGunAmmoLoot(4, content)); lootList.Add(new SniperAmmoLoot(4, content)); lootList.Add(new MachineGunAmmoLoot(6, content)); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new SniperAmmoLoot(3, content)); lootList.Add(new SniperAmmoLoot(1, content)); lootList.Add(new MachineGunAmmoLoot(6, content)); lootList.Add(new SniperAmmoLoot(2, content)); lootList.Add(new SniperAmmoLoot(1, content)); lootList.Add(new MachineGunAmmoLoot(6, content)); openingTextFilename = "Content//Text//OpeningWave3Open.txt"; layout = new TowerLayout(); base.Initialize(content, manager); }
public void Initialize(ContentManager Content, WaveManager manager) { CrosshairTexture = Content.Load<Texture2D>("Graphics\\Crosshair"); aimHelpTexture = Content.Load<Texture2D>("Graphics\\AimHelper"); Position = new Vector2(-1*CrosshairTexture.Width, -1*CrosshairTexture.Height); State = 0; waveManager = manager; aimingAngle = -100; }
public virtual void Initialize(ContentManager content, WaveManager manager) { enemiesOnScreen = new List<Enemy>(waveSize); contentManager = content; waveStartTime = 0; openingText = getTextFromFile(openingTextFilename); waveManager = manager; layout.Initialize(content); }
public override void Initialize(ContentManager Content, SpriteBatch spriteBatch, int HUDPosition, int ammosupply, WaveManager manager) { milliCooldown = millicooldown; clipSize = clipsize; clipSupply = clipsize; reloadCooldown = reloadLength; WeaponTexture = Content.Load<Texture2D>("Graphics\\BAR"); WeaponTextureHud = Content.Load<Texture2D>("Graphics\\BARHud"); bullet = Content.Load<Texture2D>("Graphics\\BARAmmo"); shotSound = Content.Load<SoundEffect>("Music\\ak47.wav"); reloadSound = Content.Load<SoundEffect>("Music\\Sniper_Fire_Reload.wav"); base.Initialize(Content, spriteBatch, HUDPosition, ammosupply, manager); }
public virtual void Initialize(ContentManager content, int HUDPosition, int numLives, WaveManager manager) { waveManager = manager; hudSeat = HUDPosition; scavengers = new List<Scavenger>(numLives); scavengers.Insert(0, new Scavenger()); scavengers[0].Initialize(content, 0, hudSeat, true, this); activeScavenger = 0; for (int i = 1; i < numLives; i++) { scavengers.Insert(i, new Scavenger()); scavengers[i].Initialize(content, i, hudSeat, false, this); } }
public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = false; infiniteFoodModeOn = true; isTutorialWave = false; waveSize = wavesize; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); enemiesToSpawn.Insert(0, new HeadShotTest()); spawnTimings.Insert(0, baseTime + 0 * interval); lootList.Add(new SniperAmmoLoot(2, content)); openingTextFilename = "Content//Text//LadderWave3.txt"; layout = new LadderLayout(); base.Initialize(content, manager); }
public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = true; infiniteFoodModeOn = true; isTutorialWave = true; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); enemiesToSpawn.Insert(0, new DeadEnemy1()); spawnTimings.Insert(0, 0); lootList.Add(new SniperAmmoLoot(2, content)); openingTextFilename = "Content//Text//TutorialWave2Open.txt"; layout = new FoxholeLayout(); helpTexture = content.Load<Texture2D>("Graphics\\Tutorial2Help"); helpTextureController = content.Load<Texture2D>("Graphics\\Tutorial2HelpController"); base.Initialize(content, manager); }
public override void Initialize(ContentManager content, WaveManager manager) { infiniteAmmoModeOn = false; infiniteFoodModeOn = true; isTutorialWave = false; waveSize = wavesize; spawnTimings = new List<double>(waveSize); enemiesToSpawn = new List<Enemy>(waveSize); lootList = new List<Loot>(waveSize); enemiesToSpawn.Insert(0, new Enemy1()); spawnTimings.Insert(0, baseTime); enemiesToSpawn.Insert(1, new HeadShotTest()); spawnTimings.Insert(1, baseTime + 1.5 * interval); enemiesToSpawn.Insert(2, new HeadShotTest()); spawnTimings.Insert(2, baseTime + 2.5 * interval); enemiesToSpawn.Insert(3, new Enemy1()); spawnTimings.Insert(3, baseTime + 3 * interval); enemiesToSpawn.Insert(4, new HeadShotTest()); spawnTimings.Insert(4, baseTime + 4.5 * interval); enemiesToSpawn.Insert(5, new DogEnemy()); spawnTimings.Insert(5, baseTime + 5.5 * interval); //enemiesToSpawn.Insert(2, new HeadShotTest()); enemiesToSpawn.Insert(6, new DogEnemy()); spawnTimings.Insert(6, baseTime + 6.5 * interval); enemiesToSpawn.Insert(7, new DogEnemy()); spawnTimings.Insert(7, baseTime + 6.5 * interval + 1000); enemiesToSpawn.Insert(8, new DogEnemy()); spawnTimings.Insert(8, baseTime + 6.5 * interval + 2000); lootList.Add(new MachineGunAmmoLoot(12, content)); lootList.Add(new SniperAmmoLoot(7, content)); lootList.Add(new MachineGunAmmoLoot(14, content)); lootList.Add(new SniperAmmoLoot(8, content)); lootList.Add(new MachineGunAmmoLoot(12, content)); lootList.Add(new SniperAmmoLoot(0, content)); lootList.Add(new MachineGunAmmoLoot(0, content)); lootList.Add(new SniperAmmoLoot(0, content)); lootList.Add(new SniperAmmoLoot(0, content)); openingTextFilename = "Content//Text//FoxholeDemoWave2.txt"; layout = new FoxholeLayout(); base.Initialize(content, manager); }
public virtual void Initialize(ContentManager Content, SpriteBatch spriteBatch, int HUDPosition, int ammosupply, WaveManager manager) { pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); burst = Content.Load<Texture2D>("Graphics\\rifleBurst"); pixel.SetData(new[] { Color.White }); ShotPoint = Vector2.Zero; lastShotMilli = 0; reloadMilli = 0; waveManager = manager; hudSeat = HUDPosition; ammoSupply = ammosupply - clipSize; emptyClipSound = (Content.Load<SoundEffect>("Music\\Click2.wav")).CreateInstance(); }
/// <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() { font = Content.Load<SpriteFont>("Fonts\\Font"); player = new Player(); crosshair = new Crosshair(); sniperRifle = new SniperRifle(); machineGun = new MachineGun(); weapon = sniperRifle; sniperRifle.isSelected = true; machineGun.isSelected = false; waveManager = new WaveManager(); scavengerManager = new ScavengerManager(); currentScavengeCommand = 0; victoryTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\Victory"), 3, 2, animationSpeed); base.Initialize(); }
public void Initialize(ContentManager content, WaveManager waveManager) { manager = waveManager; menNames = sampleNames; State = 0; conversationIsFinished = false; deathThisRound = false; lastNumScavengers = -1; portraits = new List<Texture2D>(); portraits.Add(content.Load<Texture2D>("Graphics\\Andy")); portraits.Add(content.Load<Texture2D>("Graphics\\Evan")); portraits.Add(content.Load<Texture2D>("Graphics\\Bill")); portraits.Add(content.Load<Texture2D>("Graphics\\Paul")); talkToButtons = new List<Button>(); talkToButtonsHover = new List<bool>(); talkAboutButtons = new List<Button>(); talkAboutButtonsHover = new List<bool>(); possibleResponses = new List<String>(); endConversationButton = new Button(endConversationL, endConversationR, endConversationText, endConversationOffset); endConversationHover = false; }