/// <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. sound = Content.Load <Song>("music//AC2_Ezios_Family"); content = Content; graphicsdevice = GraphicsDevice; spriteBatch = new SpriteBatch(GraphicsDevice); textpause = Content.Load <Texture2D>("pause"); pausedRect = new Rectangle(0, 0, textpause.Width, textpause.Height); font = Content.Load <SpriteFont>("SpriteFont1"); fot3 = Content.Load <SpriteFont>("font3"); Airplane = new MainPlane(); // enm = new Enemies("Images//asteroid", new Vector2(20, 20), 5, 0 , new Vector2(500,500) ); movingBackGround = new Background("Images//stars", -1200); constBackGround = new Background("Images//Lion-Space-Wallpaper", 0); fire = new Fire("Images//asteroid", new Vector2(20, 20), 20, 20); bulleteffect = Content.Load <SoundEffect>("music//playershoot1"); Events.loadContent(); // TODO: use this.Content to load your game content here }
public static void FiresUpdate(ref List <Fire> bullets, MainPlane versus)// collision between all anemies fires and Plane { for (int x = 0; x < bullets.Count; ++x) { Fire fire = bullets[x]; if (Events.pixelCollesion(versus.texturesCollection[versus.StandardImgFrame], fire.texturesCollection[fire.StandardImgFrame], new Vector2((float)versus.cordx, (float)versus.cordy), new Vector2((float)fire.cordx, (float)fire.cordy))) { fire.Exist = false; Events.health -= 20; } if (fire.OutOfBorders(fire.width, fire.height) || !fire.Exist) // delete { bullets.Remove(fire); fire.Exist = false; x--; } else // update { fire.Update(); } } }