public Level2Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; int maxHP = 20; canyouseemeTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/canyouseemeV1")); canyouseemeTitle.position = new Vector2(400, 100); canyouseemeTitle.initialHP = maxHP; canyouseemeTitle.HP = maxHP; IPreadytolearnTitle = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/IPreadytolearn")); IPreadytolearnTitle.position = new Vector2(600, 300); IPreadytolearnTitle.initialHP = maxHP; IPreadytolearnTitle.HP = maxHP; lvl2warning1 = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/lv2warning1")); lvl2warning1.position = new Vector2(100 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); lvl2warning1.initialHP = maxHP; lvl2warning1.HP = maxHP; keepafloat = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/keepafloat")); keepafloat.position = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); keepafloat.initialHP = maxHP; keepafloat.HP = maxHP; letsstartthelearning = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/letsstartthelearning")); letsstartthelearning.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); letsstartthelearning.initialHP = maxHP; letsstartthelearning.HP = maxHP; forscience = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/forscience")); forscience.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2); forscience.initialHP = maxHP; forscience.HP = maxHP; apertureascii = new TitleObject(game, sB, Game.Content.Load <Texture2D>("Sprites/Level2/apertureasciiV3")); apertureascii.position = new Vector2(10 + apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2); spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1"); totalAngularVelocity = 0; PE1 = new ParticleEngine(sB, Game.Content.Load <Texture2D>("Sprites/goatV1"), 2); }
public Level2Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; int maxHP = 20; canyouseemeTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/canyouseemeV1")); canyouseemeTitle.position = new Vector2(400, 100); canyouseemeTitle.initialHP = maxHP; canyouseemeTitle.HP = maxHP; IPreadytolearnTitle = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/IPreadytolearn")); IPreadytolearnTitle.position = new Vector2(600, 300); IPreadytolearnTitle.initialHP = maxHP; IPreadytolearnTitle.HP = maxHP; lvl2warning1 = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/lv2warning1")); lvl2warning1.position = new Vector2(100 + lvl2warning1.texture.Width/2, 100 + lvl2warning1.texture.Height/2); lvl2warning1.initialHP = maxHP; lvl2warning1.HP = maxHP; keepafloat = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/keepafloat")); keepafloat.position = new Vector2(300 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); keepafloat.initialHP = maxHP; keepafloat.HP = maxHP; letsstartthelearning = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/letsstartthelearning")); letsstartthelearning.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 100 + lvl2warning1.texture.Height / 2); letsstartthelearning.initialHP = maxHP; letsstartthelearning.HP = maxHP; forscience = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/forscience")); forscience.position = new Vector2(200 + lvl2warning1.texture.Width / 2, 200 + lvl2warning1.texture.Height / 2); forscience.initialHP = maxHP; forscience.HP = maxHP; apertureascii = new TitleObject(game, sB, Game.Content.Load<Texture2D>("Sprites/Level2/apertureasciiV3")); apertureascii.position = new Vector2(10+ apertureascii.texture.Width / 2, 50 + lvl2warning1.texture.Height / 2); spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1"); totalAngularVelocity = 0; PE1 = new ParticleEngine(sB, Game.Content.Load<Texture2D>("Sprites/goatV1"),2); }
public Level3Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; PE1 = new ParticleEngine(sB, Game.Content.Load<Texture2D>("Sprites/goatV1"), 1); PE1.MaxParticles = 1000; spriteFont1 = Game.Content.Load<SpriteFont>("Fonts/SF1"); feynmanLecture = new FeynmanObject(game, sB); feynmanLecture.position = new Vector2(400, 150); gravity = 1f; bulletPush = 10f; }
public Level3Screen(Game game, SpriteBatch sB) : base(game, sB) { isActive = true; isCompleted = false; timeCounter = 0; mainPlayer = GameFlowManager.player1; PE1 = new ParticleEngine(sB, Game.Content.Load <Texture2D>("Sprites/goatV1"), 1); PE1.MaxParticles = 1000; spriteFont1 = Game.Content.Load <SpriteFont>("Fonts/SF1"); feynmanLecture = new FeynmanObject(game, sB); feynmanLecture.position = new Vector2(400, 150); gravity = 1f; bulletPush = 10f; }