/// <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. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here // Test Monster and Dwarf mine = new Mine(new Vector2(400, 400)); homeBase = new HomeBase(new Vector2(2300, 1000)); barrack = new Barrack(new Vector2(800, 800)); monster = new AppleMonster(new Vector2(100, 100)); dwarf = new Fighter(new Vector2(550, 1050)); minerDwarf = new Miner(new Vector2(400, 500)); //cursor = new MouseControl(); // Adds objects to a list og gameobjects GameObjects.Add(monster); GameObjects.Add(dwarf); GameObjects.Add(homeBase); GameObjects.Add(mine); GameObjects.Add(barrack); GameObjects.Add(new Fighter(new Vector2(430, 600))); GameObjects.Add(new Fighter(new Vector2(340, 600))); GameObjects.Add(minerDwarf); GameObjects.Add(new Miner(new Vector2(500, 400))); GameObjects.Add(new Miner(new Vector2(600, 500))); GameObjects.Add(new Miner(new Vector2(500, 600))); //GameObjects.Add(cursor); mine.UpgradeThread(); EnemyWaves.StartTimer(); // Loads debug hitbox #if DEBUG collisionTexture = Content.Load <Texture2D>("whitepixel"); #endif //foreach (GameObject gameObject in GameObjects) //{ // gameObject.LoadContent(Content); //} }
public override void OnCollision(GameObject otherObject) { base.OnCollision(otherObject); Barrack barrack = otherObject as Barrack; //if (barrack != null) //{ // isInBarrack = true; // //touchedBarrack = otherObject as Barrack; // touchedBarrack = barrack; //} //if(otherObject is Barrack) //{ // isInBarrack = true; // touchedBarrack = otherObject as Barrack; //} }