public void Initialize() { backgroundTexture = Game1.backgroundTexture2; grassTexture = Game1.grassTexture; gun = new Gun(); platforms = new List<Platform>(); Platform platform = new Platform(); Platform platform2 = new Platform(); Platform platform3 = new Platform(); Platform platform4 = new Platform(); Platform platform5 = new Platform(); Platform platform6 = new Platform(); Platform platform7 = new Platform(); Platform platform8 = new Platform(); Platform platform9 = new Platform(); Platform platform10 = new Platform(); platforms.Add(platform); platforms.Add(platform2); platforms.Add(platform3); platforms.Add(platform4); platforms.Add(platform5); platforms.Add(platform6); platforms.Add(platform7); platforms.Add(platform8); platforms.Add(platform9); platforms.Add(platform10); platforms[0].Initialize(grassTexture); platforms[1].Initialize(grassTexture); platforms[2].Initialize(grassTexture); platforms[3].Initialize(grassTexture); platforms[4].Initialize(grassTexture); platforms[5].Initialize(grassTexture); platforms[6].Initialize(grassTexture); platforms[7].Initialize(grassTexture); platforms[8].Initialize(grassTexture); platforms[9].Initialize(grassTexture); startPosPlat = new Vector2[10] { new Vector2(233, 380), new Vector2(150, 290), new Vector2(350, 330), new Vector2(100, 430), new Vector2(-100, 250), new Vector2(600, 350), new Vector2(200, 200), new Vector2(200, 150), new Vector2(200, 100), new Vector2(200, 50) }; // Begin posities voor respawnen platform.boundingBox = new Rectangle((int)startPosPlat[0].X, (int)startPosPlat[0].Y, 334, 100); platform2.boundingBox = new Rectangle((int)startPosPlat[1].X, (int)startPosPlat[1].Y, 100, 10); platform3.boundingBox = new Rectangle((int)startPosPlat[2].X, (int)startPosPlat[2].Y, 300, 15); platform4.boundingBox = new Rectangle((int)startPosPlat[3].X, (int)startPosPlat[3].Y, 50, 10); platform5.boundingBox = new Rectangle((int)startPosPlat[4].X, (int)startPosPlat[4].Y, 300, 10); platform6.boundingBox = new Rectangle((int)startPosPlat[5].X, (int)startPosPlat[5].Y, 300, 10); platform7.boundingBox = new Rectangle((int)startPosPlat[6].X, (int)startPosPlat[6].Y, 100, 10); platform8.boundingBox = new Rectangle((int)startPosPlat[7].X, (int)startPosPlat[7].Y, 100, 10); platform9.boundingBox = new Rectangle((int)startPosPlat[8].X, (int)startPosPlat[8].Y, 100, 10); platform10.boundingBox = new Rectangle((int)startPosPlat[9].X, (int)startPosPlat[9].Y, 100, 10); Character.bounds = new Rectangle(300, 280, 80, 80); }
public void Initialize() { backgroundTexture = Game1.backgroundTexture2; grassTexture = Game1.grassTexture; enemyTexture1 = Game1.enemyTexture1; enemyTexture2 = Game1.enemyTexture2; enemyTexture3 = Game1.enemyTexture3; gunTexture = Game1.gunTexture; gun = new Gun(); gun.Initialize(gunTexture, new Rectangle(500, 320, 20, 20)); enemies = new List<Enemy>(); enemies.Clear(); Enemy enemy1 = new Enemy(); Enemy enemy2 = new Enemy(); //Enemy enemy3 = new Enemy(); enemies.Add(enemy1); enemies.Add(enemy2); //enemies.Add(enemy3); enemies[0].Initialize(enemyTexture1, new Rectangle(330, 260, 75, 55), 2); //Texture en (positie, grootte) enemies[1].Initialize(enemyTexture2, new Rectangle(-150, 80, 170, 140), 5); //enemies[2].Initialize(enemyTexture3, new Rectangle(380, 260, 22, 33)); platforms = new List<Platform>(); platforms.Clear(); Platform platform = new Platform(); Platform platform2 = new Platform(); Platform platform3 = new Platform(); Platform platform4 = new Platform(); Platform platform5 = new Platform(); Platform platform6 = new Platform(); Platform platform7 = new Platform(); Platform platform8 = new Platform(); Platform platform9 = new Platform(); Platform platform10 = new Platform(); platforms.Add(platform); platforms.Add(platform2); platforms.Add(platform3); platforms.Add(platform4); platforms.Add(platform5); platforms.Add(platform6); platforms.Add(platform7); platforms.Add(platform8); platforms.Add(platform9); platforms.Add(platform10); platforms[0].Initialize(grassTexture); platforms[1].Initialize(grassTexture); platforms[2].Initialize(grassTexture); platforms[3].Initialize(grassTexture); platforms[4].Initialize(grassTexture); platforms[5].Initialize(grassTexture); platforms[6].Initialize(grassTexture); platforms[7].Initialize(grassTexture); platforms[8].Initialize(grassTexture); platforms[9].Initialize(grassTexture); startPosPlat = new Vector2[10] { new Vector2(233, 380), new Vector2(150, 290), new Vector2(350, 330), new Vector2(100, 430), new Vector2(-100, 250), new Vector2(600, 350), new Vector2(200, 200), new Vector2(200, 150), new Vector2(200, 100), new Vector2(200, 50) }; // Begin posities voor respawnen platform.boundingBox = new Rectangle((int)startPosPlat[0].X, (int)startPosPlat[0].Y, 334, 100); platform2.boundingBox = new Rectangle((int)startPosPlat[1].X, (int)startPosPlat[1].Y, 100, 10); platform3.boundingBox = new Rectangle((int)startPosPlat[2].X, (int)startPosPlat[2].Y, 300, 15); platform4.boundingBox = new Rectangle((int)startPosPlat[3].X, (int)startPosPlat[3].Y, 50, 10); platform5.boundingBox = new Rectangle((int)startPosPlat[4].X, (int)startPosPlat[4].Y, 300, 10); platform6.boundingBox = new Rectangle((int)startPosPlat[5].X, (int)startPosPlat[5].Y, 300, 10); platform7.boundingBox = new Rectangle((int)startPosPlat[6].X, (int)startPosPlat[6].Y, 100, 10); platform8.boundingBox = new Rectangle((int)startPosPlat[7].X, (int)startPosPlat[7].Y, 100, 10); platform9.boundingBox = new Rectangle((int)startPosPlat[8].X, (int)startPosPlat[8].Y, 100, 10); platform10.boundingBox = new Rectangle((int)startPosPlat[9].X, (int)startPosPlat[9].Y, 100, 10); Character.bounds = new Rectangle(300, 280, 80, 80); }
public void Initialize() { backgroundTexture = Game1.backgroundTexture2; grassTexture = Game1.grassTexture; baseTexture = Game1.baseTexture; cloudTexture = Game1.cloudTexture; enemyTexture2 = Game1.enemyTexture2; enemyTexture3 = Game1.enemyTexture3; gunTexture = Game1.gunTexture; gun = new Gun(); gun.Initialize(gunTexture, new Rectangle(-320, -170, 20, 20)); platforms = new List<Platform>(); platforms.Clear(); // Lijst met posities van platformen startDimPlat = new List<Rectangle>(); startDimPlat.Add(new Rectangle(-300, 350, 1800, 350)); // Huge platform //0 startDimPlat.Add(new Rectangle(600, 250, 100, 60)); //1 startDimPlat.Add(new Rectangle(1200, 250, 100, 60)); //2 startDimPlat.Add(new Rectangle(1650, 340, 100, 60)); //3 startDimPlat.Add(new Rectangle(750, 150, 400, 100)); // Groot platform onder //4 startDimPlat.Add(new Rectangle(800, 50, 90, 40)); //5 startDimPlat.Add(new Rectangle(905, 50, 90, 40)); //6 startDimPlat.Add(new Rectangle(1020, 50, 90, 40)); //7 startDimPlat.Add(new Rectangle(700, -50, 500, 50)); // Groot platform boven //8 startDimPlat.Add(new Rectangle(475, -130, 100, 20)); // Wolk begin //9 startDimPlat.Add(new Rectangle(180, -140, 100, 20)); //10 startDimPlat.Add(new Rectangle(-50, -150, 100, 20)); //11 startDimPlat.Add(new Rectangle(-330, -160, 100, 20)); // Wolk einde //12 startDimPlat.Add(new Rectangle(1900, 340, 100, 100)); //13 startDimPlat.Add(new Rectangle(2150, 430, 120, 100)); //14 startDimPlat.Add(new Rectangle(2480, 500, 250, 100)); //15 startDimPlat.Add(new Rectangle(2780, 550, 1000, 350)); //16 //tweede huge platform // Platformen aanmaken for (int i = 0; i < startDimPlat.Count; i++) { Platform platform = new Platform(); platforms.Add(platform); } // Platformen texture geven for (int i = 0; i < platforms.Count; i++) platforms[i].Initialize(grassTexture); platforms[0].Initialize(baseTexture); platforms[9].Initialize(cloudTexture); platforms[10].Initialize(cloudTexture); platforms[11].Initialize(cloudTexture); platforms[12].Initialize(cloudTexture); platforms[16].Initialize(baseTexture); platforms[16].Initialize(baseTexture); // Platformen posities geven for (int i = 0; i < platforms.Count; i++) platforms[i].boundingBox = startDimPlat[i]; goalPos = new Vector2(3700, 430); // Muntjes startPosCoins = new List<Vector2>(); startPosCoins.Add(new Vector2(763, 112)); startPosCoins.Add(new Vector2(813, 112)); startPosCoins.Add(new Vector2(863, 112)); startPosCoins.Add(new Vector2(913, 112)); startPosCoins.Add(new Vector2(963, 112)); startPosCoins.Add(new Vector2(1013, 112)); startPosCoins.Add(new Vector2(1063, 112)); startPosCoins.Add(new Vector2(1113, 112)); startPosCoins.Add(new Vector2(1950, 310)); startPosCoins.Add(new Vector2(2220, 400)); startPosCoins.Add(new Vector2(2510, 470)); startPosCoins.Add(new Vector2(3060, 510)); coins = new List<coins>(); for (int i = 0; i < startPosCoins.Count; i++) { coins coin = new coins(game); coins.Add(coin); } for (int i = 0; i < coins.Count; i++) coins[i].position = startPosCoins[i]; enemies = new List<Enemy>(); enemies.Clear(); Enemy enemy1 = new Enemy(); Enemy enemy2 = new Enemy(); Enemy enemy3 = new Enemy(); Enemy enemy4 = new Enemy(); Enemy enemy5 = new Enemy(); Enemy enemy6 = new Enemy(); Enemy enemy7 = new Enemy(); Enemy enemy8 = new Enemy(); Enemy enemy9 = new Enemy(); Enemy enemy10 = new Enemy(); enemies.Add(enemy1); enemies.Add(enemy2); enemies.Add(enemy3); enemies.Add(enemy4); enemies.Add(enemy5); enemies.Add(enemy6); enemies.Add(enemy7); enemies.Add(enemy8); enemies.Add(enemy9); enemies.Add(enemy10); enemies[0].Initialize(enemyTexture3, new Rectangle(800, -100, 46, 34), 1); //Texture en (positie, grootte) enemies[1].Initialize(enemyTexture3, new Rectangle(850, -100, 46, 34), 1); enemies[2].Initialize(enemyTexture3, new Rectangle(900, -100, 46, 34), 1); enemies[3].Initialize(enemyTexture3, new Rectangle(-150, 260, 93, 69), 2); enemies[4].Initialize(enemyTexture3, new Rectangle(800, 280, 93, 69), 2); enemies[5].Initialize(enemyTexture3, new Rectangle(450, 280, 46, 34), 1); enemies[6].Initialize(enemyTexture3, new Rectangle(520, 280, 46, 34), 1); enemies[7].Initialize(enemyTexture3, new Rectangle(590, 280, 46, 34), 1); enemies[8].Initialize(enemyTexture3, new Rectangle(1000, 190, 93, 69), 2); enemies[9].Initialize(enemyTexture2, new Rectangle(3500, 300, 192, 192), 10); Character.bounds = new Rectangle(300, 280, 80, 80); }