public Player(Vector2 Location, Texture2D Texture, int MaxShield, int MaxHull, int NumberOfLives) { v2Location = Location; t2dTexture = Texture; rectHitBox.Width = Texture.Width; rectHitBox.Height = Texture.Height; iMaxShield = MaxShield; iShield = MaxShield; iMaxHull = MaxHull; iHull = MaxHull; iLives = NumberOfLives; bAlive = true; healthBar = new HealthBar(new Rectangle(0, 0, 100, 20), MaxShield, MaxShield, MaxHull, MaxHull, true); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here defaultTexture = Content.Load<Texture2D>(@"Textures\EnemyBullet"); scrollingFont = Content.Load<SpriteFont>(@"Fonts\Kootenay"); defaultFont = Content.Load<SpriteFont>(@"Fonts\Pericles"); t2dMissleTexture = new Texture2D(GraphicsDevice, 12, 3); uint[] iMissileTexture = new uint[12 * 3]; for (int i = 0; i < iMissileTexture.Length; i++) iMissileTexture[i] = 0xFFFFFF00; t2dMissleTexture.SetData<uint>(iMissileTexture); t2dStarDisplay = new Texture2D(GraphicsDevice, 1, 1); t2dStarDisplay.SetData(new Color[] { Color.White }); rectBackground = new Rectangle() { Width = graphics.PreferredBackBufferWidth, Height = graphics.PreferredBackBufferHeight, X = 0, Y = 0 }; background = new Background(150, rectBackground, t2dStarDisplay); Texture2D t2dHealthBar = new Texture2D(GraphicsDevice, 1, 1); t2dHealthBar.SetData(new Color[] { Color.White }); HealthBar healthBarInitialiser = new HealthBar(new Rectangle(0, 0, 0, 0), 0, 0, 0, 0); healthBarInitialiser.Initialise(t2dHealthBar, t2dHealthBar, t2dHealthBar, t2dHealthBar); }