public IngameState(Game1 game1) { font1 = game1.font1; game = game1; background = game.Content.Load <Texture2D>("backgrounds\\Background"); players = new I_Player[2]; Texture2D[] projectileTextures = new Texture2D[projectileImages.Length]; for (int i = 0; i < projectileImages.Length; i++) { projectileTextures[i] = game.Content.Load <Texture2D>("projectileimages\\" + projectileImages[i]); } Texture2D[] UnitTextures = new Texture2D[unitimages.Length]; for (int i = 0; i < unitimages.Length; i++) { UnitTextures[i] = game.Content.Load <Texture2D>("unitimages\\" + unitimages[i]); } sendingBuffer = new byte[2048]; players[0] = new LocalPlayer(projectileTextures, UnitTextures, game.font1, Utilities.MyColor); players[1] = new NetworkPlayer(projectileTextures, UnitTextures, game.font1, Utilities.EnemyColor); for (byte i = 0; i < players.Length; i++) { players[i].Initialize(i); } Texture2D[] controlPointTextures = { game.Content.Load <Texture2D>("capturepoint"), game.Content.Load <Texture2D>("capturepointbackground") }; controlPointManager = new ControlPointManager(controlPointTextures, controlPointPosition); sendingManager = new SendingManager(); timeout = 600; Takt = 0; }
public VictoryState(Game1 game) : base(game) { this.game = game; sendingManager = new SendingManager(); sendingManager.addItem(new byte[] { (byte)PacketType.Victory }); base.Initialize(menuname, buttons); }