public Phase(float timeLength) { player = Player.Instance; LifeTime = timeLength; End = null; Enemies = new List<Enemy>(); }
private Level() { player = Player.Instance; phases = new PhaseCollection(); Ending += (sender, args) => currentState = LevelState.End; }
private Level(int phases) { player = Player.Instance; this.phases = new PhaseCollection(phases); }
public static void Initialize(GraphicsDeviceManager graphics, ContentManager content, GameWindow window) { Enemy.StandardTexture = content.Load<Texture2D>(EnemyTexture); Enemy.Destruction = content.Load<SoundEffect>("sounds/Explosion3"); CurrentState = State.Menu; enemies = new List<Enemy>(); graphicsDevice = graphics; player = new Player(new Animation(content.Load<Texture2D>(PlayerTexture), 1F, false, 64), new Vector2(window.ClientBounds.Height - 96, window.ClientBounds.Width / 2), new Vector2(SpeedX * 2, SpeedY * 2), content.Load<Texture2D>("images/lazer"), content.Load<SoundEffect>("sounds/shoot")); PhysicalObject.DeathAnimation = new Animation(content.Load<Texture2D>("images/greyExplosion"), 0.03F, true, 102); heart = content.Load<Texture2D>("images/hud/heart"); shrinking = true; Levels = new List<Level>(1) { Level.One(), Level.Two(), Level.Three() }; totalEnemies = Level.One().EnemiesAlive; }