/// <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 backTexture = Content.Load<Texture2D>("ui_background"); background = new Background(backTexture, new Vector2(0, 0), secondsToComplete); playerTexture = Content.Load<Texture2D>("player_blue"); player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2)); EnemyTexture = Content.Load<Texture2D> ("Enemy"); }
public void ResetGameValues() { //basics TimerBegin = 0; highSpeed = false; //background background = new Background(backTexture, backEndTexture, new Vector2(0, 0), secondsToComplete, scrollSpeed); //player player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), WifiNeeded); LostFromWifi = false; //collectables, enemies, obstacles enemies = new List<Enemy>(); obstacles = new List<Obstacle>(); collectables = new List<Collectable>(); collectableSpawns = new List<CollectableSpawnDetail>(); enemyspawntime = 5.0f; enemyspawncooldown = 0.0f; obstaclespawntime = 12.0f; obstaclespawncooldown = 0.0f; AddSpawnCollectables(Collectable.CollectType.WIFI, collectWifiSpawnCount); AddSpawnCollectables(Collectable.CollectType.POINTS, collectPointsSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPSML, collectHPSmlSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPLGE, collectHPLgeSpawnCount); AddSpawnCollectables(Collectable.CollectType.BIKE, collectBikeSpawnCount); //============================================================= //Timer speedTimer = new Timer(0, 0); //create a speed timer but don't leave it active speedTimer.TimerEnd = true; //============================================================= }