/// <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); Texture2D tempTexture = Content.Load <Texture2D>("ball"); int count = 0; int a = 1400; int rangee = 7; int colones = 6; int border = 50; alive = a; List <Bloid> temp = new List <Bloid>(); Random random = new Random(); for (int j = 1; j < 6; j++) { for (int i = 0; i < a / 5; i++) { temp.Add(new Bloid(screenRectangle.Width / rangee * j - 25, 3 * i + 100, (float)random.NextDouble() * 2 - 1, (float)random.NextDouble() * 2 - 1, tempTexture, screenRectangle)); count++; } } Sort(temp); font = Content.Load <SpriteFont>("myFont"); obs = new Obstacle[rangee * colones + 1]; count = 0; tempTexture = Content.Load <Texture2D>("Disaster"); obs[count] = new ControlledCube(tempTexture, new Vector2(0, 0)); tempTexture = Content.Load <Texture2D>("CityBlock"); count++; int r = (screenRectangle.Width - border / 2 - tempTexture.Width); int c = (screenRectangle.Height - border / 2 - tempTexture.Height); int ecartWidth = tempTexture.Width + (screenRectangle.Width - tempTexture.Width * colones - border) / (colones - 1); int ecartHeight = tempTexture.Height + (screenRectangle.Height - tempTexture.Height * rangee - border) / (rangee - 1); for (int i = 0; i < colones; i++) { for (int j = 0; j < rangee; j++) { obs[count] = new CityBlocks(tempTexture, new Vector2(r - ecartWidth * i, c - ecartHeight * j)); count++; } } StartGame(); }
/// <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); Texture2D tempTexture = Content.Load<Texture2D>("ball"); int count = 0; int a = 1400; int rangee = 7; int colones = 6; int border = 50; alive = a; List<Bloid> temp = new List<Bloid>(); Random random = new Random(); for (int j = 1; j < 6; j++) { for (int i = 0; i < a/5; i++) { temp.Add(new Bloid(screenRectangle.Width / rangee * j-25,3*i+100, (float)random.NextDouble() * 2 - 1, (float)random.NextDouble() * 2 - 1, tempTexture, screenRectangle)); count++; } } Sort(temp); font = Content.Load<SpriteFont>("myFont"); obs = new Obstacle[rangee * colones + 1]; count = 0; tempTexture = Content.Load<Texture2D>("Disaster"); obs[count] = new ControlledCube(tempTexture, new Vector2(0, 0)); tempTexture = Content.Load<Texture2D>("CityBlock"); count++; int r = (screenRectangle.Width - border/2 - tempTexture.Width); int c = (screenRectangle.Height - border/2 - tempTexture.Height); int ecartWidth = tempTexture.Width + (screenRectangle.Width - tempTexture.Width * colones - border)/(colones-1); int ecartHeight = tempTexture.Height + (screenRectangle.Height - tempTexture.Height * rangee - border) / (rangee - 1); for (int i = 0; i < colones; i++) { for (int j = 0; j < rangee; j++) { obs[count] = new CityBlocks(tempTexture, new Vector2(r-ecartWidth*i, c-ecartHeight*j)); count++; } } StartGame(); }