public void LoadContent(ContentManager content) { message.LoadContent(content); enemyHealth.LoadContent(content); enemyGauge.LoadContent(content); forestLayer = new ParallaxLayer(game); float offset = 200; for (int i = 0; i < 10; i++) { BasicEnemy forestEnemy = new BasicEnemy(game, GameState.Forest, new Vector2(300 + offset, 500)); forestEnemy.LoadContent(content); forestLayer.Sprites.Add(forestEnemy); forestEnemies.Add(forestEnemy); offset += random.Next(200, 300); } forestBoss = new EnemyBoss(game, GameState.Forest, new Vector2(3500, 420)); forestBoss.LoadContent(content); forestLayer.Sprites.Add(forestBoss); forestEnemies.Add(forestBoss); ActiveEnemy = forestEnemies[0]; ActiveEnemy.IsActive = true; foreach (IEnemy e in forestEnemies) { System.Diagnostics.Debug.WriteLine($"{e.IsActive} activity"); } game.Components.Add(forestLayer); forestLayer.DrawOrder = 2; forestT = new TrackingPlayer(game.player, 1.0f); forestLayer.ScrollController = forestT; }
private void Awake() { Instance = this; }
public ElementalOrb(Game game, Player player) { this.game = game; this.player = player; playerT = new TrackingPlayer(player, 1.0f); }
/// <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); componentsBatch = new SpriteBatch(GraphicsDevice); wizardHealth.LoadContent(Content); wizardGauge.LoadContent(Content); menu.LoadContent(Content); music.LoadContent(Content); narrator.LoadContent(Content); // Player Layer player = new Player(this, Color.White); player.LoadContent(Content); playerLayer = new ParallaxLayer(this); playerLayer.Sprites.Add(player); playerLayer.DrawOrder = 2; Components.Add(playerLayer); dungeonLevel = new DungeonLevel(this); caveLevel = new CaveLevel(this); forestLevel = new ForestLevel(this); dungeonLevel.LoadContent(Content); caveLevel.LoadContent(Content); forestLevel.LoadContent(Content); levelsLayer = new ParallaxLayer(this); // Levels Layer - Can just add to to them for other levels var levelTextures = new List <Texture2D>() { Content.Load <Texture2D>("forest1"), Content.Load <Texture2D>("forest2"), Content.Load <Texture2D>("forest1"), // 4167 Content.Load <Texture2D>("cave1"), Content.Load <Texture2D>("cave2"), Content.Load <Texture2D>("cave1"), Content.Load <Texture2D>("dungeon2"), Content.Load <Texture2D>("dungeon2"), Content.Load <Texture2D>("dungeon2") }; var levelSprites = new List <StaticSprite>(); for (int i = 0; i < levelTextures.Count; i++) { var position = new Vector2((i * 1389) - 50, 0); var sprite = new StaticSprite(levelTextures[i], position); levelSprites.Add(sprite); } foreach (var sprite in levelSprites) { levelsLayer.Sprites.Add(sprite); } levelsLayer.DrawOrder = 1; Components.Add(levelsLayer); playerT = new TrackingPlayer(player, 1.0f); levelsT = new TrackingPlayer(player, 1.0f); playerLayer.ScrollController = playerT; levelsLayer.ScrollController = levelsT; GameState = GameState.MainMenu; //add for loop for enemies when we get texture files //Add Enemies to Components with DrawOrder so they appear on top of layers }