public override void Initialize() { enemyTexture = this.Content.Load<Texture2D>("commonEnemy"); base.Initialize(); Texture2D bullet2Texture = this.Content.Load<Texture2D>("bullet002-1"); hero = new Hero(this.LuxGame, this, 200, 1, 1, 5, 2, null); Sprite heroSprite = new Sprite(hero, new List<String>() { "hero" }); hero.Skin = heroSprite; hero.Position = new Vector2(400, 400); ListePosition.Add(new Vector2(100, 100)); ListePosition.Add(new Vector2(700, 100)); ListePosition.Add(new Vector2(400, 100)); ShotPool shots = new ShotPool(LuxGame, this, false, 0.2, 150, 150, 8, 4, bullet2Texture, null); GenericEnemy enem; for (int i = 0; i < 3; i++) { enem = new GenericEnemy(LuxGame, this, 500, 10, 10, null); Sprite enemySkin = new Sprite(enem, new List<Texture2D>() { enemyTexture }, null); enem.Skin = enemySkin; enem.Skin.SetAnimation(enemyTexture.Name); enem.Position = new Vector2(400, 100); enemies.Add(enem); Game.Components.Add(enem); Game.Components.Add(enemySkin); } foreach (Enemy enemy in enemies.ToList<Enemy>()) { Game.Components.Add(new ShootsHero(this.LuxGame, this, shots, enemy)); } Game.Components.Add(shots); Game.Components.Add(hero); Game.Components.Add(heroSprite); // Phase de test shots = new ShotPool(LuxGame, this); Game.Components.Add(shots); heroSprite.SetAnimation("hero"); }
public override void Initialize() { enemyTexture = this.Content.Load<Texture2D>("commonEnemy"); base.Initialize(); Texture2D bullet2Texture = this.Content.Load<Texture2D>("bullet002-1"); hero = new Hero(this.LuxGame, this, 100, 1, 1, 5, 2, null); Sprite heroSprite = new Sprite(hero, new List<String>() { "hero" }); hero.Skin = heroSprite; hero.Position = new Vector2(400, 400); win = new MenuWindow(this, new Vector2(10, 10), deadEnemyNumber.ToString()); winLife = new MenuWindow(this, new Vector2(640, 10), hero.Life.ToString()); winTime = new MenuWindow(this, new Vector2(250, 10), ((int)(30 - elapsed)).ToString()); ListePosition.Add(new Vector2(100, 100)); ListePosition.Add(new Vector2(700, 100)); ListePosition.Add(new Vector2(400, 100)); ShotPool shots = new ShotPool(LuxGame, this, false, 0.2, 150, 150, 8, 4, bullet2Texture, null); for (int i = 0; i < 3; i++) { ShootsHero shooter = new ShootsHero(this.LuxGame, this, shots, null); Game.Components.Add(shooter); shootsHeros.Add(shooter); } GenericEnemy enem; for (int i = 0; i < 3; i++) { enem = new GenericEnemy(LuxGame, this, 500, 10, 10, null); Sprite enemySkin = new Sprite(enem, new List<Texture2D>() { enemyTexture }, null); enem.Skin = enemySkin; enem.Skin.SetAnimation(enemyTexture.Name); enem.Position = new Vector2(400, 100); enemies.Add(enem); Game.Components.Add(enem); Game.Components.Add(enemySkin); shootsHeros[i].Associate(enem); } Game.Components.Add(shots); Game.Components.Add(hero); Game.Components.Add(heroSprite); // Phase de test shots = new ShotPool(LuxGame, this); Game.Components.Add(shots); heroSprite.SetAnimation("hero"); }