protected override void LoadContent() { spriteBatch = game.getSpriteBatch(); foodTruck = game.getTexture(2);//load snackCart texture drawCart = new Rectangle((int)Position.X, (int)Position.Y, foodTruck.Width, foodTruck.Height); screenWidth = game.getScreenWidth(); screenHeight = game.getScreenHeight(); }
}//end constructor protected override void LoadContent() { spriteBatch = game.getSpriteBatch(); fence1 = game.getTexture(3); //load fence texture pivotCirc = game.getTexture(4); //load raccoon texture drawPivot1 = new Rectangle((int)(Position.X), (int)(Position.Y + length / 2.0f), pivotCirc.Width, pivotCirc.Height); drawPivot2 = new Rectangle((int)(Position.X), (int)(Position.Y - length / 2.0f), pivotCirc.Width, pivotCirc.Height); drawFence = new Rectangle((int)Position.X, (int)Position.Y, fence1.Width, fence1.Height); screenWidth = game.getScreenWidth(); screenHeight = game.getScreenHeight(); pivotCenterOffset = pivotCirc.Height / 2; fenceAngle = 3.1415f / 2; //in radians //pivot1 = new Vector2((Position.X), Position.Y-(fence1.Height/2)); //pivot2 = new Vector2((Position.X + fence1.Width), Position.Y - (fence1.Height / 2)); fenceOrigin = new Vector2(fence1.Width / 2, fence1.Height / 2); pivot1Origin = new Vector2(pivotCirc.Width / 2, pivotCirc.Height / 2); //default left pivot2Origin = new Vector2(pivotCirc.Width / 2, pivotCirc.Height / 2); //default right }
}//end initialize protected override void LoadContent() { spriteBatch = game.getSpriteBatch(); Raccoon1 = game.getTexture(1);//load raccoon texture drawRaccoon = new Rectangle((int)Position.X, (int)Position.Y, Raccoon1.Width / 2, Raccoon1.Height / 2); screenWidth = game.getScreenWidth(); screenHeight = game.getScreenHeight(); maxRaccoon = game.getMaxRaccoon(); totTooClosePos = Vector2.Zero; avgTooClosePos = Vector2.Zero; AvgSeperateDir = Vector2.Zero; fenceDir = Vector2.Zero; avgFlockDir = Vector2.Zero; avgFlockLookDir = Vector2.Zero; snackPos = game.getSnackLoc(); snackDir = Vector2.Zero; currentTime = 0; elapsedTime = 0; eTime = 0; speed = 75f; stealTime = 0; resetTime = 0; beanTime = 0; //----testing init direction---- //framesPerDir = 60; // set to your frames Per Direction rand = game.getRand(); Vector2 dir; dir.Y = (float)rand.NextDouble() - 0.5f; dir.X = (float)rand.NextDouble() - 0.5f; setDirection(dir); base.LoadContent(); }