/// <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 this.IsMouseVisible = true; // Initialize the player class player = new Player(); playerSword = new Weapon(); camera = new Camera(); //enemy = new Player(); collisionSolids = new List<EnvironmentSolid>(); // deprecate collisionAreas = new List<BoundingRect>(); floor = new EnvironmentSolid(); tower1 = new EnvironmentSolid(); collisionSolids.Add(floor); collisionSolids.Add(tower1); debugBoxesOn = false; editorModeOn = false; currentScreen = new int(); currentScreen = 0; //screen = new Screen(); screens = new List<Screen>(); base.Initialize(); }
// vvvvvvvvvv TRASH vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ public void Initialize(NinjaGaiDemake_Game game, Texture2D a_texture, Vector2 a_position, Weapon a_sword) { // temp color = Color.White; scale = 0.4f; IsAlive = true; health = 15; this.game = game; // set texture // ** to be animation later ** playerTexture = a_texture; // Set starting position Position = a_position; // original width and height of texture width = playerTexture.Width; height = playerTexture.Height; // Set health // set collision area calculation variables thirdOfWidth = Width / 3f; halfOfWidth = Width / 2f; quarterOfHeight = Height / 4f; thirdOfHeight = Height / 3f; halfOfHeight = Height / 2f; // set smaller collision areas CollisionTop = new BoundingRect(this.Position.X + thirdOfWidth, this.Position.Y - 5f, thirdOfWidth, quarterOfHeight + 10f); CollisionBottom = new BoundingRect(this.Position.X + thirdOfWidth, this.Position.Y + quarterOfHeight * 3f, thirdOfWidth, quarterOfHeight + 5f); CollisionLeft = new BoundingRect(this.Position.X, this.Position.Y + quarterOfHeight, halfOfWidth, halfOfHeight); CollisionRight = new BoundingRect(this.Position.X + halfOfWidth, this.Position.Y + quarterOfHeight, halfOfWidth, halfOfHeight); // set broad collision area BoundingBox = new BoundingRect(this.Position.X - 10f, CollisionTop.Position.Y, this.Width + 20f, this.Height + 10f); // Set player health //health = 100; fuel = 100; fuelOutline = new Rectangle(8, 64, 201, 20); fuelFill = new Rectangle(9, 64, fuelFill.X + (fuel * 25), 19); // weapons sword = a_sword; isUsingSword = false; // sound effects // jetFart = game.Content.Load<SoundEffect>("Sound\\Fart"); //squeak = game.Content.Load<SoundEffect>("Sound\\ShortSqueak"); //Creating effect Instance //jetFartEffect = jetFart.CreateInstance(); //jetFartEffect.Volume = 0.01f; //jetFartEffect.IsLooped = false; ////Creating an instance of squeak //squeakEffect = squeak.CreateInstance(); //squeakEffect.Volume = 0.1f; //squeakEffect.IsLooped = false; }