public ProjHandler(SpriteBatch mainSpriteBatch, Camera2D mainCamera, Player mainPlayer, Level currentLevel) { spriteBatch = mainSpriteBatch; cam = mainCamera; player = mainPlayer; level = currentLevel; }
// you Must Ready the ProjHandler; mostly because the ProjHandler will use a spritebatch and has its own check for intersections public void ReadyWeapons(SpriteBatch a,Camera2D b, Level c) { readyToFire = true; playerWeapons = new ProjHandler(a, b, this, c); def = new projectile((float).1, Color.Green, pos, PlayerTexture, 0, 0); playerWeapons.addProjectile(def); }
protected override void Initialize() { //GlobalVariables= GraphicsDevice.Viewport.Width; windowHeight = GraphicsDevice.Viewport.Height; awesome.PlayerStartX = 0; awesome.PlayerStartY = -100; awesome.GameSpaceHeight = 2000; awesome.GameSpaceWidth = 10000; one = new Player(awesome.PlayerStartX,awesome.PlayerStartY, Content.Load<Texture2D>("spritesheet"),3); one.ReadyWeapons(spriteBatch, cam, awesome); cam = new Camera2D(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); cam.Zoom = .5f; // TODO: Add your initialization logic here isGameActive = true; base.Initialize(); }