public EnemyManager(Game game, Player.PlayerWGun _player) : base(game) { poolManager = (PoolManager)this.Game.Services.GetService <IPoolManager>(); scoreManager = (ScoreManager)this.Game.Services.GetService <IScoreManager>(); poolManager.InstantiatePool(PoolManager.ClassType.Shot, game, enemyShotPoolSize, enemyShotPoolTag); poolManager.InstantiatePool(PoolManager.ClassType.Enemy, game, enemyPoolSize, enemyPoolTag); r = new Random(); player = _player; onCooldown = false; currentCooldown = CooldownTime; }
public HeadsUpDisplay(Game game, TwinStickShooter.Player.PlayerWGun player) : base(game) { scoreManager = (ScoreManager)this.Game.Services.GetService <IScoreManager>(); activeHudElements = new List <DrawableGameComponent>(); //I need to find better art assests healthBar = new StatusBar(game, new Vector2(50, 20), "block", Color.Red); activeHudElements.Add(healthBar); cooldownBar = new StatusBar(game, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - 80), "block", Color.White * 0.5f); activeHudElements.Add(cooldownBar); waveNumber = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 40), Color.Black); activeHudElements.Add(waveNumber); scoreNumber = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 65), Color.Black); activeHudElements.Add(scoreNumber); gunType = new HudText(game, new Vector2(GraphicsDevice.Viewport.Width - 300, 120), Color.Black); activeHudElements.Add(gunType); targetPlayer = player; }