/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here projectileBoost = 0; healthMultiplier = 1; secondHealthMultiplier = 1; projectileColor = Color.White; // Initialize the player class player = new Player(); miniShips = new List<MiniShip>(); // Set a constant player move speed playerMoveSpeed = 6f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); asteroids = new List<Asteroid>(); bosses = new List<Boss1>(); powerups = new List<Powerup>(); allyPowerups = new List<AllyPowerup>(); healthPowerups = new List<HealthPowerup>(); explosions = new List<Animation>(); shootingEnemies = new List<ShootingEnemy>(); enemyProjectiles = new List<Projectile>(); bigBosses = new List<BigBoss>(); bigBossPreviousWeaponFireTimes = new List<TimeSpan>(); bigBossWeaponFireTimes = new List<TimeSpan>(); bigBossProjectiles = new List<Projectile>(); //Set player's score to zero score = 0; // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; previousPowerupSpawnTime = TimeSpan.Zero; previousHealthPowerupSpawnTime = TimeSpan.Zero; previousAsteroidSpawnTime = TimeSpan.Zero; healthPowerupSpawnTime = TimeSpan.FromSeconds(80f); allyPreviousPowerupSpawnTime = TimeSpan.Zero; allyPowerupSpawnTime = TimeSpan.FromSeconds(45f); // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); powerupSpawnTime = TimeSpan.FromSeconds(20.0f); shootingEnemySpawnTime = TimeSpan.FromSeconds(3f); asteroidSpawnTime = TimeSpan.FromSeconds(6f); previousShootingEnemySpawnTime = TimeSpan.Zero; // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); missiles = new List<Missile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); missileFireTime = TimeSpan.FromSeconds(3f); previousMissileFireTime = TimeSpan.Zero; miniFireTimes = new List<TimeSpan>(); miniPreviousFireTimes = new List<TimeSpan>(); miniMissileFireTimes = new List<TimeSpan>(); previousMiniMissileFireTimes = new List<TimeSpan>(); enemyFireTimes = new List<TimeSpan>(); previousEnemyFireTimes = new List<TimeSpan>(); max = 4; base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here // Initialize the player class player = new Player(); playerTwo = new Player(); playerOnescore = 0; playerTwoscore = 0; startTime = TimeSpan.Zero; playerFacingLeft = false; // Set a constant player move speed playerMoveSpeed = 8.0f; bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); // Initialize the enemies list enemies = new List<Enemy>(); // Set the time keepers to zero previousSpawnTime = TimeSpan.Zero; // Used to determine how fast enemy respawns enemySpawnTime = TimeSpan.FromSeconds(1.0f); // Initialize our random number generator random = new Random(); projectiles = new List<Projectile>(); projectilesTwo = new List<Projectile>(); // Set the laser to fire every quarter second fireTime = TimeSpan.FromSeconds(.15f); explosions = new List<Animation>(); // Load the music gameplayMusic = Content.Load<Song>("sound/gameMusic"); // Load the laser and explosion sound effect laserSound = Content.Load<SoundEffect>("sound/laserFire"); explosionSound = Content.Load<SoundEffect>("sound/explosion"); // Load the score font font = Content.Load<SpriteFont>("gameFont"); // Start the music right away PlayMusic(gameplayMusic); base.Initialize(); }