/// <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 //Initialize cannon . Need 5 of this. background = Content.Load <Texture2D>("background"); //smallBall.velocity = new Vector2(10.1f, 10.1f); //Draw cannon cannon = new cannon(Content.Load <Texture2D>("cannon"), new Vector2(graphics.GraphicsDevice.Viewport.Width / 10, graphics.GraphicsDevice.Viewport.Height / 1.15f)); //Draw small ball for (int i = 0; i < maxBullet; i++) { Bullet[i] = new ball(Content.Load <Texture2D>("cannonball"), new Vector2(cannon.position.X, cannon.position.Y - 20f), new Vector2(54f, 54f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); } //Draw Alien float height = 0f; int column = 0; for (int i = 0; i < maxAlien; i++) { AlienArmy[i] = new alien(Content.Load <Texture2D>("enemy"), new Vector2(graphics.PreferredBackBufferWidth / 2 - 150 * (column + 1), graphics.PreferredBackBufferHeight / 5 + height), new Vector2(121f, 40f), graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); Console.WriteLine("{0},{1}", graphics.PreferredBackBufferWidth / 2 - 150 * (column + 1), graphics.PreferredBackBufferHeight / 5 + height); //Set up grid for alien ship if (i >= 4 && column >= 4) { column = 0; height = 80f; continue; } column++; } //Load sound effect missleLaunch = Content.Load <SoundEffect>("missilelaunch"); explosion = Content.Load <SoundEffect>("explosion"); }
public void FireBall(ball objectBall) { if (!objectBall.ballAlive) { //Set ball alive objectBall.ballAlive = true; //This allows the cannonball to be shot from the middle of the cannon. objectBall.position = position - objectBall.center; //Set velocity and direction of the ball objectBall.velocity = new Vector2( (float)Math.Cos(rotation), (float)Math.Sin(rotation)) * 10f; } //Move ball when alive if (objectBall.ballAlive) { objectBall.Move(objectBall.velocity); } }