public void setBullet(Obstacle obstacle) { _obstacles.Add(obstacle); }
/// <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() { // TODO: Add your initialization logic here _bullets = new List<Bullet>(); _obstacles = new List<Obstacle>(); enemy = new Enemy(new Vector3(0, -3f, -30)); plyr = new Player(new Vector3(0, 0, 120)); radar = new Radar(); //obstacles spawn in random locations Random rand = new Random(); #if (!DEBUG_PATHS || !DEBUG ) for (int num = 0; num < 50; num++) { int x = rand.Next(-300, 500); int z = rand.Next(-300, 500); //draw obstacle if it does not spawn on an enemy or the player Obstacle tempObstacle = (new Obstacle(new Vector3(x, 0, z))); tempObstacle.LoadContent(); if (!tempObstacle.collidesWith(enemy.getBoundingSphere(), enemy.getWorld()) && !tempObstacle.collidesWith(plyr.getBoundingSphere(), plyr.getWorld())) { _obstacles.Add(tempObstacle); } } #else Obstacle tmp = new Obstacle(new Vector3(7,0,-65)); _obstacles.Add(tmp); #endif #if DEBUG currentState = ScreenState.Play; #else currentState = ScreenState.Start; #endif lastKeyState = Keyboard.GetState(); lastpadState = GamePad.GetState(PlayerIndex.One); base.Initialize(); }