public CollisionClass(Bababooy booy, Bullet[] bullets, Enemy[] enemys, Powerup[] powerups) { myBababooy = booy; myBullets = bullets; myPowerups = powerups; myEnemy = enemys; myRand = new Random(); myMaxSpeed = 4; }
/// <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() { SetUpXNADevice(); myIsMainMenuUp = true; myIsControlMenuUp = false; playerOne = new Bababooy(graphics, Content); myEnemyArray = new Enemy[80]; myPowerups = new Powerup[4]; myIsPaused = false; myMenuItemArray = new MenuItem[2]; myControlItemArray = new MenuItem[1]; myControlItemArray[0] = new MenuItem(graphics, Content, "playbutton", new Rectangle(450, 200, 200, 50)); myMenuItemArray[0] = new MenuItem(graphics, Content, "playbutton", new Rectangle(50, 200, 200, 50)); myMenuItemArray[1] = new MenuItem(graphics, Content, "controlsbutton", new Rectangle(50, 300, 200, 50)); myMainMenu = new Menu(graphics, Content, "splash", new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), myMenuItemArray); myControlMenu = new Menu(graphics, Content, "controls", new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), myControlItemArray); myScoreFont = Content.Load <SpriteFont>("TimesNewRoman"); myScoreBatch = new SpriteBatch(graphics.GraphicsDevice); myPowerUpBatch = new SpriteBatch(graphics.GraphicsDevice); myScorePos = new Vector2(550, 10); rand = new Random(); backgroundBatch = new SpriteBatch(graphics.GraphicsDevice); myKeyState = Keyboard.GetState(); myPrevKeyState = myKeyState; for (int i = 0; i < myEnemyArray.Length; i++) { if (rand.Next(0, 5) == 1) { myEnemyArray[i] = new Enemy(graphics, Content, rand.Next(300, 16000), rand.Next(100, 500), rand.Next(1, 4), "terrorest4", 400); } else if (rand.Next(0, 4) == 1) { myEnemyArray[i] = new Enemy(graphics, Content, rand.Next(300, 16000), rand.Next(100, 500), rand.Next(1, 4), "terrorest3", 300); } else if (rand.Next(0, 3) == 1) { myEnemyArray[i] = new Enemy(graphics, Content, rand.Next(300, 16000), rand.Next(100, 500), rand.Next(1, 4), "terrorest2", 200); } else { myEnemyArray[i] = new Enemy(graphics, Content, rand.Next(300, 16000), rand.Next(100, 500), rand.Next(1, 4)); } } myPowerups[0] = new Powerup(Content.Load <Texture2D>("shotgun"), "Shotgun"); myPowerups[1] = new Powerup(Content.Load <Texture2D>("shotgun"), "Shotgun"); myPowerups[2] = new Powerup(Content.Load <Texture2D>("Flack"), "Flack"); myPowerups[3] = new Powerup(Content.Load <Texture2D>("Flack"), "Flack"); for (int i = 0; i < myPowerups.Length; i++) { myPowerups[i].X = rand.Next(700, 16000); myPowerups[i].Y = rand.Next(100, 500); } collisionClass = new CollisionClass(playerOne, playerOne.getBullets(), myEnemyArray, myPowerups); base.Initialize(); }