public Clouds(Level.LevelSelected level, GraphicsDevice gd, SpriteBatch sb, ContentManager cm, Random rand) { this._level = level; cloud = cm.Load<Texture2D>("Backgrounds/Clouds"); this.rand = rand; this._Yoffset = rand.Next(-1000, -600); this._Xoffset = rand.Next(2000, 3000); }
public Level CreateLevel1(Game game, GraphicsDeviceManager graphics, SpriteBatch spriteBatch) { Texture2D texture1 = Content.Load<Texture2D>("Images/Spikes"); Sprite spikes = new Sprite(game, texture1, Vector2.Zero, spriteBatch, new EnemyType(Content, EnemyType.Etype.Simple)); spikes.objectType = ObjectType.Spikes; spikes.Color = Color.White; Texture2D texture2 = Content.Load<Texture2D>("Images/swamp2");//SmallGreenMarsh"); Sprite marsh = new Sprite(game, texture2, Vector2.Zero, spriteBatch, new EnemyType(Content, EnemyType.Etype.Simple)); marsh.objectType = ObjectType.Marsh; List<Sprite> randomObjects = new List<Sprite>(); randomObjects.Add(spikes); randomObjects.Add(marsh); Level level1 = new Level(graphics, spriteBatch, Content, Level.LevelSelected.Level1, randomObjects); level1.Name = "Level1"; EnemyGroup eg1 = new EnemyGroup(Content, graphics, simple, 100, 2, Enemy.Direction.Left); EnemyGroup eg2 = new EnemyGroup(Content, graphics, simple, 100, 2, Enemy.Direction.Right); EnemyGroup eg3 = new EnemyGroup(Content, graphics, bombers, 300, 1, Enemy.Direction.Left); EnemyGroup eg4 = new EnemyGroup(Content, graphics, bombers, 300, 1, Enemy.Direction.Right); EnemyGroup eg5 = new EnemyGroup(Content, graphics, simple, 700, 2, Enemy.Direction.Left); EnemyGroup eg6 = new EnemyGroup(Content, graphics, simple, 700, 2, Enemy.Direction.Right); EnemyGroup eg7 = new EnemyGroup(Content, graphics, gunners, 1000, 2, Enemy.Direction.Right, false, true); EnemyGroup eg8 = new EnemyGroup(Content, graphics, gunners, 1000, 2, Enemy.Direction.Left, false, true); EnemyGroup eg9 = new EnemyGroup(Content, graphics, bombers, 1100, 2, Enemy.Direction.Left); EnemyGroup eg10 = new EnemyGroup(Content, graphics, bombers, 1100, 2, Enemy.Direction.Right); EnemyGroup eg11 = new EnemyGroup(Content, graphics, gunners, 1350, 1, Enemy.Direction.Right); EnemyGroup eg12 = new EnemyGroup(Content, graphics, gunners, 1600, 1, Enemy.Direction.Left); EnemyGroup eg13 = new EnemyGroup(Content, graphics, hards, 1600, 2, Enemy.Direction.Right); EnemyGroup eg14 = new EnemyGroup(Content, graphics, midBoss, 2000, 1, Enemy.Direction.Top, true); //change 1000 back to 2000 level1.AddGroup(eg1); level1.AddGroup(eg2); level1.AddGroup(eg3); level1.AddGroup(eg4); level1.AddGroup(eg5); level1.AddGroup(eg6); level1.AddGroup(eg7); level1.AddGroup(eg8); level1.AddGroup(eg9); level1.AddGroup(eg10); level1.AddGroup(eg11); level1.AddGroup(eg12); level1.AddGroup(eg13); level1.AddGroup(eg14); return level1; }
public void Update(long distanceTravelled, Level level) { if (distanceTravelled >= distanceToPop) { foreach(Enemy e in group) { level.enemies.Add(e); } if (this.isBoss) level.boss = true; else if (this.isMidBoss) level.midBoss = true; this.group.Clear(); } }
public StartLevel(GraphicsDeviceManager gdm, ContentManager cm, Level currentLevel) { this.gdm = gdm; opaqueRect = new Texture2D(gdm.GraphicsDevice, 1920, 680); font = cm.Load<SpriteFont>("Fonts/DefaultFont"); this.level = currentLevel; backRectOpacity = 180/255f; backColor.A = 180; backColor.R = 40; backColor.G = 40; backColor.B = 40; opaqueRect.SetData(ColorPicker.setTexture(opaqueRect.Width, opaqueRect.Height, Color.Black)); }
public void Draw(SpriteBatch sb, Level currentLevel) { if (!BeginBackgroundCreditScroll) { sb.Begin(); sb.Draw(background, new Rectangle(0, 0, 1920, 1080), Color.Black); sb.End(); if (!string.IsNullOrEmpty(endMessage)) { sb.Begin(); sb.DrawString(font, endMessage, new Vector2(25, 500), Color.White); sb.End(); } if (!string.IsNullOrEmpty(otherMessage)) { sb.Begin(); sb.DrawString(font, otherMessage, new Vector2(50, 600), Color.White); sb.End(); } } else { sb.Begin(); currentLevel.background.Draw(sb); sb.End(); sb.Begin(); currentLevel.border.Draw(sb); sb.End(); sb.Begin(); sb.Draw(background, new Rectangle(0, 0, 1920, 1080), Color.Black * .4f); sb.End(); sb.Begin(); sb.Draw(creditText, new Rectangle(0, 0, 1920, 1080), Color.White); sb.End(); } }
public Background(Level.LevelSelected level, GraphicsDevice gd, SpriteBatch sb, ContentManager cm) { this._level = level; _backGround = CreateBackground(gd, sb, cm); }
public Level CreateLevel5(Game game, GraphicsDeviceManager graphics, SpriteBatch spriteBatch) { Texture2D texture1 = Content.Load<Texture2D>("Images/Spikes"); Sprite spikes = new Sprite(game, texture1, Vector2.Zero, spriteBatch, new EnemyType(Content, EnemyType.Etype.Simple)); spikes.objectType = ObjectType.Spikes; spikes.Color = Color.White; List<Sprite> randomObjects = new List<Sprite>(); randomObjects.Add(spikes); Level level5 = new Level(graphics, spriteBatch, Content, Level.LevelSelected.Level5, randomObjects); level5.Name = "Level5"; //Wave1 EnemyGroup eg1 = new EnemyGroup(Content, graphics, simple, 100, 30, Enemy.Direction.Left); EnemyGroup eg2 = new EnemyGroup(Content, graphics, simple, 200, 30, Enemy.Direction.Right); EnemyGroup eg3 = new EnemyGroup(Content, graphics, bombers, 300, 15, Enemy.Direction.Left); EnemyGroup eg4 = new EnemyGroup(Content, graphics, bombers, 400, 15, Enemy.Direction.Right); EnemyGroup eg5 = new EnemyGroup(Content, graphics, gunners, 500, 20, Enemy.Direction.Right); EnemyGroup eg6 = new EnemyGroup(Content, graphics, gunners, 600, 20, Enemy.Direction.Left); EnemyGroup eg7 = new EnemyGroup(Content, graphics, simple, 700, 30, Enemy.Direction.Left); EnemyGroup eg8 = new EnemyGroup(Content, graphics, simple, 800, 30, Enemy.Direction.Right); //Midboss EnemyGroup eg9 = new EnemyGroup(Content, graphics, midBoss, 1000, 1, Enemy.Direction.Right, false, true); EnemyGroup eg10 = new EnemyGroup(Content, graphics, level2midboss, 1000, 3, Enemy.Direction.Left, false, true); EnemyGroup eg11 = new EnemyGroup(Content, graphics, midBoss, 1000, 1, Enemy.Direction.Top, false, true); EnemyGroup eg12 = new EnemyGroup(Content, graphics, level2midboss, 1000, 3, Enemy.Direction.Right, false, true); EnemyGroup eg13 = new EnemyGroup(Content, graphics, midBoss, 1000, 1, Enemy.Direction.Left, false, true); //Wave 2 EnemyGroup eg14 = new EnemyGroup(Content, graphics, gunners, 1100, 25, Enemy.Direction.Left); EnemyGroup eg15 = new EnemyGroup(Content, graphics, gunners, 1200, 25, Enemy.Direction.Right); EnemyGroup eg16 = new EnemyGroup(Content, graphics, bombers, 1300, 20, Enemy.Direction.Right); EnemyGroup eg17 = new EnemyGroup(Content, graphics, bombers, 1400, 20, Enemy.Direction.Left); EnemyGroup eg18 = new EnemyGroup(Content, graphics, hards, 1500, 15, Enemy.Direction.Left); EnemyGroup eg19 = new EnemyGroup(Content, graphics, hards, 1600, 15, Enemy.Direction.Right); EnemyGroup eg20 = new EnemyGroup(Content, graphics, darting, 1700, 10, Enemy.Direction.Left); EnemyGroup eg21 = new EnemyGroup(Content, graphics, darting, 1800, 10, Enemy.Direction.Right); //Boss EnemyGroup eg22 = new EnemyGroup(Content, graphics, boss, 2000, 1, Enemy.Direction.Left, true); EnemyGroup eg23 = new EnemyGroup(Content, graphics, boss, 2000, 3, Enemy.Direction.Top, true); EnemyGroup eg24 = new EnemyGroup(Content, graphics, boss, 2000, 1, Enemy.Direction.Right, true); EnemyGroup eg25 = new EnemyGroup(Content, graphics, level3boss, 2000, 1, Enemy.Direction.Left, true); EnemyGroup eg26 = new EnemyGroup(Content, graphics, level3boss, 2000, 1, Enemy.Direction.Right, true); level5.AddGroup(eg1); level5.AddGroup(eg2); level5.AddGroup(eg3); level5.AddGroup(eg4); level5.AddGroup(eg5); level5.AddGroup(eg6); level5.AddGroup(eg7); level5.AddGroup(eg8); level5.AddGroup(eg9); level5.AddGroup(eg10); level5.AddGroup(eg11); level5.AddGroup(eg12); level5.AddGroup(eg13); level5.AddGroup(eg14); level5.AddGroup(eg15); level5.AddGroup(eg16); level5.AddGroup(eg17); level5.AddGroup(eg18); level5.AddGroup(eg19); level5.AddGroup(eg20); level5.AddGroup(eg21); level5.AddGroup(eg22); level5.AddGroup(eg23); level5.AddGroup(eg24); level5.AddGroup(eg25); level5.AddGroup(eg26); return level5; }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { gameState = GameState.TitleScreen; previousState = gameState; upgradeScreen = null; startScreen = null; characterScreen = null; multiplayerLobby = null; deathScreen = null; levelBeginning = null; pauseScreen = null; loadingScreen = null; levelCreator = null; Random rand = new Random(); currentLevel = null; enemies = null; explosions = null; shotBehavior = null; enemyShots = null; playerShots = null; hbOne = null; hbTwo = null; bossLifeBar = null; cbOne = null; cbTwo = null; backGroundMusic = null; playerOneMeterTitle = null; playerTwoMeterTitle = null; meterLabel = null; playerOneMarker = null; playerTwoMarker = null; dinosaurOne = null; dinosaurTwo = null; playerOneSprite = null; playerTwoSprite = null; collisions = null; font = null; playerOneCounter = 0; playerTwoCounter = 0; levelIncrement = 0; singlePlayer = false; explodedOne = false; explodedTwo = false; input = null; padInput = null; }
private void GenerateLevel() { if (levelBeginning.LevelCount == 1) { currentLevel = levelCreator.CreateLevel1(this, graphics, spriteBatch); } else if (levelBeginning.LevelCount == 2) { currentLevel = levelCreator.CreateLevel2(this, graphics, spriteBatch); } else if (levelBeginning.LevelCount == 3) { currentLevel = levelCreator.CreateLevel3(this, graphics, spriteBatch); } else if (levelBeginning.LevelCount == 4) { currentLevel = levelCreator.CreateLevel4(this, graphics, spriteBatch); } else if (levelBeginning.LevelCount == 5) { currentLevel = levelCreator.CreateLevel5(this, graphics, spriteBatch); } levelBeginning.level = currentLevel; }