public void LoadContent(ContentManager Content) { mountain.Content = Content; clouds.initialize(Content, "mapTwo/sky", details.Viewport.Width, details.Viewport.Height, -2); backClouds.initialize(Content, "mapTwo/sky2", details.Viewport.Width, details.Viewport.Height, -1); soundEffects.Initialize(Content); styraxTheHero.LoadContent(Content); zombieDeath.initialize(Content); abilitiesManager.Initialize(Content, styraxTheHero); shuriTexture = Content.Load <Texture2D>("shuriken_Final"); megaTexture = Content.Load <Texture2D>("megaShuriken"); shur.Initialize(shuriTexture, megaTexture, details, Content, abilitiesManager, zombieDeath, soundEffects); zombies.Initialize(details, styraxTheHero, Content, zombieDeath); #region mapContent mountains.Initialize(styraxTheHero); gui = new GUI(Content, styraxTheHero); camera = new Camera(details.Viewport, gui, healthbar); styraxTheHero.getMap2(mountains); #endregion healthbar.LoadContent(Content, zombies); styraxTheHero.getManagers(zombies, shur); zombies.getMap2(mountains); zombies.getSManager(shur, healthbar); zombies.getSound(soundEffects); shur.getEnManager(zombies); shur.giveManager(); }
public void Update(GameTime gameTime) { if (zombies.noMoreOne) { // levelHasFinished = true; startCutscene = true; } if (startCutscene) { styraxTheHero.iAmInACutscene = true; styraxTheHero.endPosition = endGamePos; if (Vector2.Distance(styraxTheHero.position, endGamePos) < 10) { styraxTheHero.reachedEndPoint = true; timer.startTimer(13); timer.update(gameTime); if (timer.checkTimer) { levelHasFinished = true; } } } zombiesDeath.updateExplosions(gameTime); styraxTheHero.Update(gameTime); if (styraxTheHero.hasFallen) { if (styraxTheHero.gameIsOver) { isGameOver = true; } } camera.Update(gameTime, styraxTheHero); shur.Update(gameTime, styraxTheHero, camera); zombies.UpdateEnemies(gameTime); // map.Update(gameTime, zombies, styraxTheHero, shur); abilitiesManager.Update(gameTime); shur.getEnManager(zombies); shur.giveManager(); bgLayer1.Update(); if (waveManager.bossBattle) { healthbar.Update(gameTime); } }