/// <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); for (int i = 0; i < spriteSheetBackground.Length / 20; i++) { for (int j = 0; j < spriteSheetBackground.Length / 20; j++) { spriteSheetBackground[i, j] = this.Content.Load <Texture2D>("Landscape/landscape_21"); } } // TODO: use this.Content to load your game content here enemy = new Enemy(new Vector2(700f, 25f)); enemy.LoadContent(Content); enemyList = new List <Enemy>(); enemyList.Add(enemy); gameManager = new GameManager(); gameManager.LoadContent(Content); SpawnEnemyEvent += new EventHandler(gameManager.SpawnEnemy); }
// 0=top , 1=middle , 2=bottom private void loadStandardEnemy(int enemyPos) { if (enemyPos == 0) { Enemy newEn = new Enemy(this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, topPos, gr_explosions, standardSpeed, standardGunSpeed, enemyPath, standardEnemySize); newEn.LoadContent(content); enemies.Add(newEn); } else if (enemyPos == 1) { Enemy newEn = new Enemy (this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, middlePos, gr_explosions, standardSpeed, standardGunSpeed, enemyPath, standardEnemySize); newEn.LoadContent(content); enemies.Add(newEn); } else if (enemyPos == 2) { Enemy newEn = new Enemy (this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, bottomPos, gr_explosions, standardSpeed, standardGunSpeed, enemyPath, standardEnemySize); newEn.LoadContent(content); enemies.Add(newEn); } /* enemies.Add(new Enemy * (this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, topPos,gr_explosions, standardSpeed, * standardGunSpeed, enemyPath, standardEnemySize)); * else if (enemyPos == 1) * { * enemies.Add(new Enemy * (this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, middlePos, gr_explosions, standardSpeed, * standardGunSpeed, enemyPath, standardEnemySize)); * } * else if (enemyPos == 2) * enemies.Add(new Enemy * (this.Game, gr_enemyBlue, gr_projectile1, au_projectile1, au_explosion, bottomPos,gr_explosions, standardSpeed, * standardGunSpeed, enemyPath, standardEnemySize));*/ }