/// <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 _isPaused = false; _screenHeight = GraphicsDevice.Viewport.Height; _screenWidth = GraphicsDevice.Viewport.Width; input = InputFactory.GetInput(); player = new Player(); gameBackground = new GameBackground(); fogForeground = new ParallaxingBackground(); TouchPanel.EnabledGestures = GestureType.FreeDrag; enemyManager = new EnemyManager(); _projectileManager = new ProjectileManager(); laserCannon = new LaserCannon(); base.Initialize(); }
public void Fire(GameTime gameTime, ProjectileManager manager, Vector2 position) { if (gameTime.TotalGameTime - _previousLaserSpawnTime > _laserSpawnTime) { _previousLaserSpawnTime = gameTime.TotalGameTime; AddLaser(manager, position); _laserSoundInstance.Play(); } }
private void AddLaser(ProjectileManager manager, Vector2 position) { Animation laserAnimation = new Animation(); laserAnimation.Initialize(_laserTexture, Vector2.Zero, 46, 16, 1, 30, Color.White, .75f, true); Laser laser = new Laser(); var laserPosition = position; laserPosition.X += 40; laserPosition.Y += 24; laser.Initialize(laserAnimation, laserPosition); manager.Add(laser); }
public void Initialize(Animation animation, Death death, Vector2 position, Input input, ProjectileManager projectileManager, int heightBoundry, int widthBoundry) { Animation = animation; Position = position; _input = input; _projectileManager = projectileManager; _heightBoundry = heightBoundry; _widthBoundry = widthBoundry; _death = death; Active = true; //Health = 20; Health = 100; moveSpeed = 8f; }
public void Initialize(Animation animation, Death death, Vector2 position, Input input, ProjectileManager projectileManager, int heightBoundry, int widthBoundry, Texture2D hitbox) { Initialize(animation, death, position, input, projectileManager, heightBoundry, widthBoundry); _hitbox = hitbox; }