private void ShootProjectile() { var aProjectile = new Projectile(); aProjectile.LoadContent(_mContentManager); aProjectile.IsEnemyProjectile = false; aProjectile.Fire(Position + new Vector2(Size.Width / 4, 0 /*Size.Height / 2*/), new Vector2(-200, -200), new Vector2(0, -1)); MProjectiles.Add(aProjectile); }
private void ShootProjectile() { var aProjectile = new Projectile { IsEnemyProjectile = true }; aProjectile.LoadContent(_mContentManager); aProjectile.Fire(Position + new Vector2(Size.Width / 4, Size.Height), new Vector2(-200, -200), new Vector2(0, 1)); MProjectiles.Add(aProjectile); }
private void ShootProjectile() { var aProjectile = new Projectile {IsEnemyProjectile = true}; aProjectile.LoadContent(_mContentManager); aProjectile.Fire(Position + new Vector2(Size.Width / 4, Size.Height), new Vector2(-200, -200), new Vector2(0, 1)); MProjectiles.Add(aProjectile); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (_content == null) _content = new ContentManager(ScreenManager.Game.Services, "Content"); _gameFont = _content.Load<SpriteFont>("Downlink"); //Load Ship _mShipTexture = _content.Load<Texture2D>("ship-1"); //Default Ship State Texture _shipBodySourceRectangle = new Rectangle(96, 0, 48, 56); _mPlayerShipSprite = new PlayerShip(); _mProjectileSprite = new Projectile(); _mPlayerShipSprite.Scale = 1.0f; _mPlayerShipSprite.Source = _shipBodySourceRectangle; _mBossTestSprite = new BossTest(); _mProjectileSprite.LoadContent(_content); _mPlayerShipSprite.LoadContent(_content); _mBossTestSprite.LoadContent(_content); //Game Music _gameMusic = _content.Load<SoundEffect>("Rock Garden"); GameMusicInstance = _gameMusic.CreateInstance(); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }