void resetlevel() { // Level 1 if (levelon == 1) { megaman = new animatedsprite(new Vector3(50, 500, 0), 0.95f, 2f, 1f, 4); megaman.spriteanimation[0] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, false); megaman.spriteanimation[1] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, true); megaman.spriteanimation[2] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, false); megaman.spriteanimation[3] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, true); backgscroll = new scrollingbackground(Content, "backgroundforscrolling", 4f, 3, 1); backgscroll.makehorizontal(displayheight); balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, true); for (int i = 1; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, true); } balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, true); balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, true); for (int i = 7; i < numberofballs; i++) balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); for (int i = 7; i < numberofballs; i++) balls[7].visible = false; platforms[0] = new sprite2d(Content, "red", 340, displayheight - 20, 1, Color.White, true); for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "red", 500 + (i * platforms[0].rect.Width) * 5, displayheight - 20, 1, Color.White, true); platforms[5] = new sprite2d(Content, "redflip", 339, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[6] = new sprite2d(Content, "redflip", 834, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[7] = new sprite2d(Content, "redflip", 839 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[8] = new sprite2d(Content, "redflip", 845 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[9] = new sprite2d(Content, "redflip", 849 + 330 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[10] = new sprite2d(Content, "red", 849 + 990 + 600, displayheight - platforms[0].rect.Height / 2, 1, Color.White, true); platforms[11] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight - 200, 1, Color.White, true); platforms[12] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight - 200, 1, Color.White, true); for (int i = 13; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); spikes[0] = new sprite2d(Content, "spikes", 100, 500, 1, Color.White, false); for (int i = 1; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", platforms[9].rect.X + 330, displayheight - spikes[0].rect.Height / 2, 1, Color.White, false); for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(20) + 1) / 2, 0); } while (balls[i].velocity.Y == 0); } //for (int i = 0; i < numberofballs; i++) //{ // balls[i].velocity = new Vector3(0, -2, 0); //} for (int i = 5; i < numberofballs; i++) balls[i].velocity = new Vector3(2, 0, 0); collectable = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); collectable2 = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } } // Level 2 if (levelon == 2) { backgscroll = new scrollingbackground(Content, "skypan2", 4f, 1, 1); backgscroll.makehorizontal(displayheight); megaman = new animatedsprite(new Vector3(50, 500, 0), 0.95f, 2f, 1f, 4); megaman.spriteanimation[0] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, false); megaman.spriteanimation[1] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, true); megaman.spriteanimation[2] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, false); megaman.spriteanimation[3] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, true); balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, true); for (int i = 0; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); } //balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, false); //balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, false); platforms[0] = new sprite2d(Content, "green", 340, displayheight - 20, 1, Color.White, true); for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "green", 500 + (i * platforms[0].rect.Width) * 5, displayheight - 20 - (i * 40), 1, Color.White, true); for (int i = 5; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "green", platforms[4].rect.X + 330 + (i * platforms[3].rect.Width), displayheight / 2, 1, Color.White, true); //platforms[6] = new sprite2d(Content, "greenflip", 834, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[7] = new sprite2d(Content, "greenflip", 839 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[8] = new sprite2d(Content, "greenflip", 845 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[9] = new sprite2d(Content, "greenflip", 849 + 330 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); platforms[10] = new sprite2d(Content, "green", platforms[4].rect.X + 330, displayheight / 2, 1, Color.White, true); platforms[11] = new sprite2d(Content, "green", platforms[9].rect.X + 330, displayheight / 2, 1, Color.White, true); platforms[12] = new sprite2d(Content, "greenflip", platforms[9].rect.X + 330, displayheight - 400, 1, Color.White, true); for (int i = 13; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); collectable = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 0.1f, Color.White, true); collectable2 = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); for (int i = 0; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", platforms[9].rect.X + 330, displayheight - spikes[i].rect.Height / 2, 1, Color.White, true); animation powerup = new animation(Content, "cast_006", platforms[9].rect.X + 330, displayheight - 200, 0.1f, Color.White, true, 25, 6, 6); powerup.start(new Vector3(200, 300, 0)); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } //for (int i = 0; i < numberofballs; i++) //{ // do // { // balls[i].velocity = new Vector3(0, (float)(randomiser.Next(20) + 1) / 2, 0); // } while (balls[i].velocity.Y == 0); //} } // Level 3 if (levelon == 3) { backgscroll = new scrollingbackground(Content, "sky", 4f, 3, 1); backgscroll.makehorizontal(displayheight); megaman = new animatedsprite(new Vector3(50, 350, 0), 0.95f, 2f, 1f, 4); megaman.spriteanimation[0] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, false); megaman.spriteanimation[1] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, true); megaman.spriteanimation[2] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, false); megaman.spriteanimation[3] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, true); balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, false); for (int i = 1; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); } balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, true); balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, true); platforms[0] = new sprite2d(Content, "diamond", 50, displayheight - 100, 1, Color.White, true); for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "diamond", 80 + (i * platforms[0].rect.Width) * 4, displayheight - 100, 1, Color.White, true); for (int i = 5; i < 8; i++) platforms[i] = new sprite2d(Content, "diamond", (i * platforms[0].rect.Width - 50) * 5, displayheight - 20 - (i * 40), 1, Color.White, true); platforms[10] = new sprite2d(Content, "diamond", (platforms[9].rect.X - 400), displayheight - 200, 1, Color.White, true); platforms[11] = new sprite2d(Content, "diamond", platforms[9].rect.X - 50, displayheight - 150, 1, Color.White, true); platforms[8] = new sprite2d(Content, "red", platforms[7].rect.X, displayheight - 75, 1, Color.White, true); platforms[9] = new sprite2d(Content, "diamond", platforms[7].rect.X + 60, displayheight - 120, 1, Color.White, true); platforms[12] = new sprite2d(Content, "diamond", platforms[9].rect.X + 1000, displayheight - 200, 1, Color.White, true); for (int i = 13; i < 17; i++) platforms[i] = new sprite2d(Content, "triangle", i * platforms[9].rect.Width + 2700, displayheight - 300, 1, Color.White, true); platforms[20] = new sprite2d(Content, "diamond", platforms[19].rect.Width + 3400, displayheight - 100, 1, Color.White, true); for (int i = 21; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "triangle", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); collectable = new sprite2d(Content, "car", platforms[9].rect.X + 100, 100, 0.1f, Color.White, true); collectable2 = new sprite2d(Content, "saucer2", 2255, 400, 0.1f, Color.White, true); spikes[0] = new sprite2d(Content, "spikes", 100, displayheight - 40, 1, Color.White, true); for (int i = 1; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", 100 + (i * spikes[0].rect.Width), displayheight - 40, 1, Color.White, true); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, (i * 35), 1, Color.White, false); } for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(40) + 1) / 2f, 0); } while (balls[i].velocity.Y == 0); } } if (levelon == 4) { backgscroll = new scrollingbackground(Content, "backgroundscrolling2", 4f, 5, 1); backgscroll.makehorizontal(displayheight); megaman = new animatedsprite(new Vector3(50, 500, 0), 0.95f, 2f, 1f, 4); megaman.spriteanimation[0] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, false); megaman.spriteanimation[1] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, true); megaman.spriteanimation[2] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, false); megaman.spriteanimation[3] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, true); for (int i = 0; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "red", (i * 70), displayheight + 100 + platforms[i].rect.Height / 2, 1, Color.White, false); for (int i = 56; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", platforms[0].rect.X + (10 * 1), 100 + platforms[i].rect.Height / 2, 1, Color.White, false); for (int i = 0; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", 100 + (i * spikes[0].rect.Width), displayheight + 340, 1, Color.White, false); //balls[0] = new sprite2d(Content, "ball", 50, displayheight - 50, 0.2f, Color.White, true); for (int i = 7; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 40 + (i * 120), displayheight - 50, 0.2f, Color.White, true); } balls[39] = new sprite2d(Content, "ball", 340, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, true); for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(40) + 1) / 2f, 0); } while (balls[i].velocity.Y == 0); } balls[39].velocity = new Vector3(8, 0, 0); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } collectable = new sprite2d(Content, "car", 2980, 205, 0.1f, Color.White, true); collectable2 = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); } if (levelon == 5) { backgscroll = new scrollingbackground(Content, "skypan2", 4f, 1, 1); backgscroll.makehorizontal(displayheight); megaman = new animatedsprite(new Vector3(50, 500, 0), 0.95f, 2f, 1f, 4); megaman.spriteanimation[0] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, false); megaman.spriteanimation[1] = new animation(Content, "megamanx", 100, 100, 2f, Color.White, true, 13, 1, 11, true, false, true); megaman.spriteanimation[2] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, false); megaman.spriteanimation[3] = new animation(Content, "megamanjump", 100, 100, 2f, Color.White, true, 14, 1, 7, false, false, true); platforms[0] = new sprite2d(Content, "orange", 200, 350, 1, Color.White, true); for (int i = 0; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "orange", (i * 700), 350, 1, Color.White, true); balls[37] = new sprite2d(Content, "ball", 540, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, true); balls[38] = new sprite2d(Content, "ball", 1500, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, true); balls[39] = new sprite2d(Content, "ball", 2500, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, true); for (int i = 0; i < numberofballs; i++) { balls[i].visible = false; } balls[37].visible = true; balls[37].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); balls[38].visible = true; balls[38].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); balls[39].visible = true; balls[39].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } collectable = new sprite2d(Content, "car", 2980, 205, 0.1f, Color.White, true); collectable2 = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); } if (levelon == 6) { gameover = true; } }
/// <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); if (File.Exists(@"highscore.txt")) // load in high score file { string line; StreamReader sr = new StreamReader(@"highscore.txt"); line = sr.ReadLine();// loads sr into th evarible line sr.Close(); // closes the stream reader line = line.Trim();// trimss any excess white space highscore = Convert.ToInt32(line);// converts string to int } loadbackgrounds(ref background, "backgroundcave", 0, 0, 0); // loads the background image position and size based on the background void background.velocity = new Vector3(-1, 0, 0); // moves the background from right to left loadsprites(ref scorpionsting, "splat", 0, 0, 0.2f);// loads the scorpoion image and its position and its size scorpionsting.velocity = new Vector3(-5, 0, 0);// creats a velocity for the spider to attack from above background1.image = Content.Load<Texture2D>("backgroundcave"); background1.position.Y = 0; // poitions background at the top of the screen background1.position.X = displaywidth; // poitions background at the left of the screen background1.rect.Width = displaywidth; // sets the backgrounds size to the size of displaywidth background1.rect.Height = displayheight; // sets the backgrounds size to the size of displayheight background1.velocity = new Vector3(-1, 0, 0); // moves the background from right to left loadsprites(ref gameoverimage, "gameoverimage", 0, 0, 1);// loads th egameoverimges image , positionand size; spiderfalls = Content.Load<SoundEffect>("crisps walls"); //load sound effect for enemys loadsprites(ref ship, "spaceship", 0, 0, 0.25f); // loads based on the loadsprites ship.power = 1.5f; // gives the player ship some power loadsprites(ref spider, "spider", randomiser.Next(400) + 80, -30, 1); // loads based on the loadsprites spider.velocity = new Vector3(0, 4, 0); // sets the velocity of which the spdier should attack at for (int y = 0; y < playerbullet.Count(); y++) // creats a for loop that will run playerbullet amout of time (see varible) { loadsprites(ref playerbullet[y], "bullet2", 0, 0, 0.1f); // loads based on the loadsprites playerbullet[y].velocity = new Vector3(5, 0, 0); // sets the velocity of the player bullet } for (int y = 0; y < enemybullet.Count(); y++) // creats a for loop that will run enemybullet amout of time (see varible) { loadsprites(ref enemybullet[y], "bullet", 0, 0, 0.2f); // loads based on the loadsprites enemybullet[y].velocity = new Vector3(-5, 0, 0); // sets the velocity of the first enemys bullet } for (int y = 0; y < enemybullet2.Count(); y++) // creats a for loop that will run enemybullet2 amout of time (see varible) { loadsprites(ref enemybullet2[y], "bullet3", 0, 0, 0.1f); // loads based on the loadsprites enemybullet2[y].velocity = new Vector3(-5, 0, 0); // sets the velocity of the 2nd enemys bullet } for (int y = 0; y < enemyship.Count(); y++) // creats a for loop that will run enemyship amout of time (see varible) { loadsprites(ref enemyship[y], "enemyship1", 0, 0, 0.5f); // loads based on the loadsprites } for (int y = 0; y < enemyship2.Count(); y++) // creats a for loop that will run enemyship2 amout of time (see varible) { loadsprites(ref enemyship2[y], "enemyship2", 0, 0, 1f); // loads based on the loadsprites } for (int y = 0; y < playerbullet2.Count(); y++) // creats a for loop that will run playerbullet2 amout of time (see varible) { playerbullet2[y].velocity = new Vector3(0, -10, 0); // loads based on the loadsprites loadsprites(ref playerbullet2[y], "bulletup", 0, 0, 0.15f); // sets the velocity of the players 2nd bullet } loadsprites(ref scorpion, "scorpion", randomiser.Next(400) + 30, 530, 0.15f); // loads based on the loadsprites scorpion.velocity = new Vector3(0, -15, 0); // sets the velocity of the scorpion for (int y = 0; y < spiderweb.Count(); y++) // creats a for loop that will run spiderweb amout of time (see varible) { spiderweb[y].velocity = new Vector3(0, 10, 0); // load spider web into the game loadsprites(ref spiderweb[y], "spiderweb", 0, 0, 0.1f); // setes the spider web velocity } explosion1 = new animation(Content, "explosion", 0, 0, 0.5f, Color.White, false, 24, 1, 6, false, false, false); // loads animation explosion2 = new animation(Content, "cast_003", 0, 0, 0.5f, Color.White, false, 24, 4, 5, false, false, false); // loads animation goodexplosion = new animation(Content, "darkness_001", 0, 0, 0.2f, Color.White, false, 24, 5, 6, false, false, false); // loads animation spiderdeath = new animation(Content, "explosion2", 0, 0, 0.5f, Color.White, false, 24, 2, 5, false, false, false); // loads animation mainfont = Content.Load<SpriteFont>("font"); // load font song = Content.Load<SoundEffect>("superfly"); // load sound track into game music = song.CreateInstance();// allow for sound trck to be played gooddeath = Content.Load<SoundEffect>("goodguylaserdeath"); //load sound effect for player death goodfire = Content.Load<SoundEffect>("laserfire"); //load sound effect for players guns badfire = Content.Load<SoundEffect>("laserfire2"); //load sound effect for enemys guns resetgame(); resetship(); }
/// <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); // Load in high scores if (File.Exists(@"highscore.txt")) // This checks to see if the file exists { StreamReader sr = new StreamReader(@"highscore.txt"); // Open the file String line; // Create a string variable to read each line into for (int i = 0; i < numberofhighscores && !sr.EndOfStream; i++) { line = sr.ReadLine(); // Read the first line in the text file highscorenames[i] = line.Trim(); // Read high score name if (!sr.EndOfStream) { line = sr.ReadLine(); // Read the first line in the text file line = line.Trim(); // This trims spaces from either side of the text highscores[i] = (int)Convert.ToDecimal(line); // This converts line to numeric } } sr.Close(); // Close the file } Array.Sort(highscores, highscorenames); Array.Reverse(highscores); Array.Reverse(highscorenames); collectgoodfood = new animation(Content, "magic_008", 0, 0, 2, Color.White, false, 26, 3, 5); collectbadfood = new animation(Content, "magic_008", 0, 0, 2, Color.Red, false, 26, 3, 5); death = Content.Load<SoundEffect>("ballhit"); mainfont = Content.Load<SpriteFont>("font"); //Loads Font background.image = Content.Load<Texture2D>("Main_Menu"); //Loads Menu Background background.rect.Y = 0; background.rect.X = 0; background.rect.Width = displaywidth; background.rect.Height = displayheight; controls.image = Content.Load<Texture2D>("controls"); //Loads Controls controls.rect.Y = 0; controls.rect.X = 0; controls.rect.Width = displaywidth; controls.rect.Height = displayheight; soundtrack1 = Content.Load<SoundEffect>("explosive_attack"); music1 = soundtrack1.CreateInstance(); music1.IsLooped = true; music1.Volume = 0.35f; gamebackground.image = Content.Load<Texture2D>("desert_BG"); //Loads Game Background gamebackground.position.Y = 0; gamebackground.position.X = 0; gamebackground.rect.Width = displaywidth; gamebackground.rect.Height = displayheight; gamebackground.velocity = new Vector3(-2, 0, 0); gamebackground2.image = Content.Load<Texture2D>("desert_BG"); //Loads Scrolling Background gamebackground2.position.Y = 0; gamebackground2.position.X = displaywidth; gamebackground2.rect.Width = displaywidth; gamebackground2.rect.Height = displayheight; gamebackground2.velocity = new Vector3(-2, 0, 0); gameoverimage.image = Content.Load<Texture2D>("gameoverimage"); gameoverimage.rect.Y = 0; gameoverimage.rect.X = 0; gameoverimage.rect.Width = displaywidth; gameoverimage.rect.Height = displayheight; vicscreen.image = Content.Load<Texture2D>("victoryscreen1"); vicscreen.rect.Y = 0; vicscreen.rect.X = 0; vicscreen.rect.Width = displaywidth; vicscreen.rect.Height = displayheight; loadsprites(ref menuoptions[0, 0], "START", displaywidth / 2, 200, 1.25f); //Loads Menu Options loadsprites(ref menuoptions[0, 1], "START LOGO", displaywidth / 2, 200, 1.25f); loadsprites(ref menuoptions[1, 0], "CONTROLS (2)", displaywidth / 2, 300, 1.25f); loadsprites(ref menuoptions[1, 1], "CONTROLS BUTTON", displaywidth / 2, 300, 1.25f); loadsprites(ref menuoptions[2, 0], "HIGH SCORE", displaywidth / 2, 400, 1.25f); loadsprites(ref menuoptions[2, 1], "HIGH SCORE LOGO", displaywidth / 2, 400, 1.25f); loadsprites(ref menuoptions[3, 0], "EXIT", displaywidth / 2, 500, 1.25f); loadsprites(ref menuoptions[3, 1], "EXIT LOGO", displaywidth / 2, 500, 1.25f); playerjump = Content.Load<SoundEffect>("jump sound 1"); bananacollect = Content.Load<SoundEffect>("collectgfood"); menuchange = Content.Load<SoundEffect>("MENU A_Select"); //Loads Menu Sounds menuselect = Content.Load<SoundEffect>("menuSound"); for (int i = 0; i < numberofbadfood; i++) // load bad foods { if (i < 20) { bfood[i].image = Content.Load<Texture2D>("chipsPHG"); } if (i >= 20 && i < 40) { bfood[i].image = Content.Load<Texture2D>("CheeseburgerRage"); } if (i >= 40 && i < numberofbadfood) { bfood[i].image = Content.Load<Texture2D>("evilHotdog"); } bfood[i].origin.Y = bfood[i].image.Height / 2; bfood[i].origin.X = bfood[i].image.Width / 2; bfood[i].position.Y = 640; bfood[i].position.X = 400; bfood[i].rect.Width = (int)(bfood[i].image.Width *0.3f); bfood[i].rect.Height = (int)(bfood[i].image.Height *0.27f); } for (int i = 0; i < numberofgoodfood; i++) { gfood[i].image = Content.Load<Texture2D>("banana"); gfood[i].origin.Y = gfood[i].image.Height / 2; gfood[i].origin.X = gfood[i].image.Width / 2; gfood[i].position.Y = 300; gfood[i].position.X = 1200; gfood[i].rect.Width = (int)(gfood[i].image.Width / 2); gfood[i].rect.Height = (int)(gfood[i].image.Height / 2); gfood[i].velocity = new Vector3(-5, 0, 0); } List<Texture2D> textures = new List<Texture2D>(); textures.Add(Content.Load<Texture2D>("circle")); textures.Add(Content.Load<Texture2D>("star")); textures.Add(Content.Load<Texture2D>("diamond")); for (int i = 0; i < numberofgoodfood; i++) particleEngine[i] = new ParticleEngine(textures, new Vector2(450, 420)); spawnfood(); }
void resetlevel()// used for moving the player on to the next level { // Level 1 if (levelon == 1) { megaman.position = new Vector3(50, 500, 0); backgscroll = new scrollingbackground(Content, "backgroundforscrolling", 4f, 3, 1);// scrools back ground backgscroll.makehorizontal(displayheight); balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, true);// move balls for (int i = 1; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, true); } balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, false); balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, false); for (int i = 7; i < numberofballs; i++) balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); for (int i = 7; i < numberofballs; i++)// make unsed balls invisible balls[7].visible = false; platforms[0] = new sprite2d(Content, "red", 340, displayheight - 20, 1, Color.White, true);// draw platforms for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "red", 500 + (i * platforms[0].rect.Width) * 5, displayheight - 20, 1, Color.White, true); platforms[5] = new sprite2d(Content, "redflip", 339, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[6] = new sprite2d(Content, "redflip", 834, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[7] = new sprite2d(Content, "redflip", 839 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[8] = new sprite2d(Content, "redflip", 845 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[9] = new sprite2d(Content, "redflip", 849 + 330 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, true); platforms[10] = new sprite2d(Content, "red", 849 + 990 + 600, displayheight - platforms[0].rect.Height / 2, 1, Color.White, true); platforms[11] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight - 200, 1, Color.White, true); platforms[12] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight - 200, 1, Color.White, true); platforms[13] = new sprite2d(Content, "redflip", 3830, displayheight - 20, 1, Color.White, false); for (int i = 14; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); spikes[0] = new sprite2d(Content, "spikes", 100, 500, 1, Color.White, false);// set the unsued spikes visiblity to false for (int i = 1; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", platforms[9].rect.X + 330, displayheight - spikes[0].rect.Height / 2, 1, Color.White, false); for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(20) + 1) / 2, 0); } while (balls[i].velocity.Y == 0);// give the ball a random velocity ip and down } //for (int i = 0; i < numberofballs; i++) //{ // balls[i].velocity = new Vector3(0, -2, 0); //} for (int i = 0; i < numofsuperballs; i++) superballs[i].visible = false; for (int i = 0; i < numofsuperballs; i++) { // superballs[i].position = new Vector3(500 + (5 * 335), displayheight - 25, 0); superballs[0].position = new Vector3(500 + (5 * 335), displayheight - 25, 0); superballs[1].position = new Vector3(3630, displayheight - 25, 0); superballs[0].visible = true; superballs[1].visible = true; } for (int i = 5; i < numberofballs; i++) balls[i].velocity = new Vector3(2, 0, 0); collectable = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false);// Draw these as true when in use collectable2[0] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); collectable2[1] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false);// used for checking when the player has reached the end. } } // Level 2 if (levelon == 2)// loads level 2 { backgscroll = new scrollingbackground(Content, "skypan2", 4f, 1, 1);// moves back ground backgscroll.makehorizontal(displayheight); for (int i = 0; i < numofsuperballs; i++) superballs[i].visible = false; megaman.position = new Vector3(50, 500, 0); balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, true); for (int i = 0; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); } //balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, false); //balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, false); platforms[0] = new sprite2d(Content, "green", 340, displayheight - 20, 1, Color.White, true); for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "green", 500 + (i * platforms[0].rect.Width) * 5, displayheight - 20 - (i * 40), 1, Color.White, true); for (int i = 5; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "green", platforms[4].rect.X + 330 + (i * platforms[3].rect.Width), displayheight / 2, 1, Color.White, true); //platforms[6] = new sprite2d(Content, "greenflip", 834, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[7] = new sprite2d(Content, "greenflip", 839 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[8] = new sprite2d(Content, "greenflip", 845 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); //platforms[9] = new sprite2d(Content, "greenflip", 849 + 330 + 330 + 330, platforms[0].rect.Height / 2, 1, Color.White, false); platforms[10] = new sprite2d(Content, "green", platforms[4].rect.X + 330, displayheight / 2, 1, Color.White, true); platforms[11] = new sprite2d(Content, "green", platforms[9].rect.X + 330, displayheight / 2, 1, Color.White, true); platforms[12] = new sprite2d(Content, "greenflip", platforms[9].rect.X + 330, displayheight - 400, 1, Color.White, true); for (int i = 13; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); collectable = new sprite2d(Content, "key", platforms[9].rect.X + 330, displayheight - 300, 0.2f, Color.White, true); collectable2[0] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); collectable2[1] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); for (int i = 0; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", platforms[9].rect.X + 330, displayheight - spikes[i].rect.Height / 2, 1, Color.White, true); animation powerup = new animation(Content, "cast_006", platforms[9].rect.X + 330, displayheight - 200, 0.1f, Color.White, true, 25, 6, 6); powerup.start(new Vector3(200, 300, 0));// decided not to use this for (int i = 0; i < numofsuperballs; i++) superballs[i].visible = false; for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } //for (int i = 0; i < numberofballs; i++) //{ // do // { // balls[i].velocity = new Vector3(0, (float)(randomiser.Next(20) + 1) / 2, 0); // } while (balls[i].velocity.Y == 0); //} } // Level 3 if (levelon == 3)// loads level 3 { backgscroll = new scrollingbackground(Content, "sky", 4f, 3, 1); backgscroll.makehorizontal(displayheight); megaman.position = new Vector3(50, 500, 0); for (int i = 0; i < numofsuperballs; i++) superballs[i].visible = false; balls[0] = new sprite2d(Content, "ball", 340, displayheight - 50, 0.2f, Color.White, false); for (int i = 1; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 500 + (i * 335), displayheight - 50, 0.2f, Color.White, false); } balls[5] = new sprite2d(Content, "ball", 500 + (5 * 335), displayheight - 25, 0.2f, Color.White, true); balls[6] = new sprite2d(Content, "ball", 500 + (8 * 335), displayheight - 25, 0.2f, Color.White, true); platforms[0] = new sprite2d(Content, "diamond", 50, displayheight - 100, 1, Color.White, true); for (int i = 1; i < 5; i++) platforms[i] = new sprite2d(Content, "diamond", 80 + (i * platforms[0].rect.Width) * 4, displayheight - 100, 1, Color.White, true); for (int i = 5; i < 8; i++) platforms[i] = new sprite2d(Content, "diamond", (i * platforms[0].rect.Width - 50) * 5, displayheight - 20 - (i * 40), 1, Color.White, true); platforms[10] = new sprite2d(Content, "diamond", (platforms[9].rect.X - 400), displayheight - 200, 1, Color.White, true); platforms[11] = new sprite2d(Content, "diamond", platforms[9].rect.X - 50, displayheight - 150, 1, Color.White, true); platforms[8] = new sprite2d(Content, "red", platforms[7].rect.X, displayheight - 75, 1, Color.White, true); platforms[9] = new sprite2d(Content, "diamond", platforms[7].rect.X + 60, displayheight - 120, 1, Color.White, true); platforms[12] = new sprite2d(Content, "diamond", platforms[9].rect.X + 1000, displayheight - 200, 1, Color.White, true); for (int i = 13; i < 17; i++) platforms[i] = new sprite2d(Content, "triangle", i * platforms[9].rect.Width + 2700, displayheight - 300, 1, Color.White, true); platforms[20] = new sprite2d(Content, "diamond", platforms[19].rect.Width + 3400, displayheight - 100, 1, Color.White, true); for (int i = 21; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "triangle", 849 + 990 + 600, displayheight + 500 + 200, 1, Color.White, false); collectable = new sprite2d(Content, "key", platforms[9].rect.X + 100, 100, 0.2f, Color.White, true); collectable2[0] = new sprite2d(Content, "clock", 2285, 400, 0.3f, Color.White, true); spikes[0] = new sprite2d(Content, "spikes", 100, displayheight - 40, 1, Color.White, true); for (int i = 1; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", 100 + (i * spikes[0].rect.Width), displayheight - 40, 1, Color.White, true); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, (i * 35), 1, Color.White, false); } for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(40) + 1) / 2f, 0); } while (balls[i].velocity.Y == 0); } } if (levelon == 4)// load level 5 { backgscroll = new scrollingbackground(Content, "backgroundscrolling2", 4f, 2, 1); backgscroll.makehorizontal(displayheight); for (int i = 0; i < numofsuperballs; i++) superballs[i].visible = false; megaman.position = new Vector3(50, 500, 0); for (int i = 0; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "red", (i * 70), displayheight + 100 + platforms[i].rect.Height / 2, 1, Color.White, false); for (int i = 56; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "redflip", platforms[0].rect.X + (10 * 1), 100 + platforms[i].rect.Height / 2, 1, Color.White, false); for (int i = 0; i < numberofspikes; i++) spikes[i] = new sprite2d(Content, "spikes", 100 + (i * spikes[0].rect.Width), displayheight + 340, 1, Color.White, false); //balls[0] = new sprite2d(Content, "ball", 50, displayheight - 50, 0.2f, Color.White, true); for (int i = 7; i < numberofballs; i++) { //balls[1] = new sprite2d(Content, "ball", 830, displayheight / 2, 0.2f, Color.White, true); balls[i] = new sprite2d(Content, "ball", 40 + (i * 120), displayheight - 50, 0.2f, Color.White, true); } balls[39] = new sprite2d(Content, "ball", 340, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, false); for (int i = 0; i < numberofballs; i++) { do { balls[i].velocity = new Vector3(0, (float)(randomiser.Next(40) + 1) / 2f, 0); } while (balls[i].velocity.Y == 0); } balls[39].velocity = new Vector3(8, 0, 0); //superballs[3].velocity = new Vector3(8, 0, 0); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } collectable = new sprite2d(Content, "key", 2980, 205, 0.2f, Color.White, true); collectable2[0] = new sprite2d(Content, "saucer2", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); collectable2[1] = new sprite2d(Content, "saucer2", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); } if (levelon == 5)// load level 5 { backgscroll = new scrollingbackground(Content, "skypan2", 4f, 1, 1); backgscroll.makehorizontal(displayheight); //for (int i = 0; i < numofsuperballs; i++) // superballs[i].visible = false; for (int i = 0; i < numofsuperballs; i++) { if (numofsuperballs < 2) superballs[i].visible = false; else superballs[i].visible = true; //superballs[i].velocity = new Vector3(100, 0, 0); } superballs[3].visible = false; superballs[2].position = new Vector3(1140, displayheight - 25, 0); superballs[3].position = new Vector3(1500, displayheight - 25, 0); superballs[4].position = new Vector3(2500, displayheight - 25, 0); megaman.position = new Vector3(50, 500, 0); platforms[0] = new sprite2d(Content, "orange", 200, 350, 1, Color.White, true); for (int i = 0; i < numberofplatforms; i++) platforms[i] = new sprite2d(Content, "orange", (i * 700), 350, 1, Color.White, true); //balls[37] = new sprite2d(Content, "ball", 540, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, false); //balls[38] = new sprite2d(Content, "ball", 1500, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, false); //balls[39] = new sprite2d(Content, "ball", 2500, displayheight - balls[39].rect.Height / 2, 0.2f, Color.White, false); for (int i = 0; i < numberofballs; i++) { balls[i].visible = false; } //balls[37].visible = true; //balls[37].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); //balls[38].visible = true; //balls[38].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); //balls[39].visible = true; //balls[39].velocity = new Vector3((float)(randomiser.Next(12) + 8), 0, 0); platforms[16] = new sprite2d(Content, "orange", 3780, displayheight - 25, 1, Color.White, false); platforms[17] = new sprite2d(Content, "orange", 100, displayheight - 25, 1, Color.White, false); for (int i = 0; i < numberofends; i++) { ends[i] = new sprite2d(Content, "green", 3830, displayheight - (i * 35), 1, Color.White, false); } collectable = new sprite2d(Content, "key", 2980, 205, 0.2f, Color.White, true); collectable2[0] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); collectable2[1] = new sprite2d(Content, "car", platforms[9].rect.X + 330, displayheight - 300, 1, Color.White, false); } if (levelon == 6)/// if player gets here the game will end { gameover = true; } }
/// <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); if (File.Exists(@"highscore.txt")) { String line; StreamReader sr = new StreamReader(@"highscore.txt"); line = sr.ReadLine(); sr.Close(); line = line.Trim(); highscore = Convert.ToInt32(line); } mainfont = Content.Load<SpriteFont>("font"); explosion = new animation(Content, "fire_001", 0, 0, .5f, Color.White, false, 24, 4, 5, false, false,false); death = new animation(Content, "fire_002", 0, 0, 1, Color.White, false, 24, 5, 5, false, false, false); background.image = Content.Load<Texture2D>("universe"); background.rect.X = 0; background.rect.Y = 0; background.rect.Width = displaywidth; background.rect.Height = displayheight; gameoverimage.image = Content.Load<Texture2D>("gameover"); gameoverimage.rect.Y = 0; gameoverimage.rect.X = 0; gameoverimage.rect.Width = displaywidth; gameoverimage.rect.Height = displayheight; gameoversound = Content.Load<SoundEffect>("explosion"); laserbase.image = Content.Load<Texture2D>("goodship"); laserbase.size = 0.3f; laserbase.origin.X = laserbase.image.Width / 2; laserbase.origin.Y = laserbase.image.Height / 2; laserbase.rect.Width = (int)(laserbase.image.Width * laserbase.size); laserbase.rect.Height = (int)(laserbase.image.Height * laserbase.size); laserbase.power = 1f; for (int i = 0; i < badlaser.Count(); i++) { badlaser[i].image = Content.Load<Texture2D>("invader_bullet"); badlaser[i].size = 0.3f; badlaser[i].origin.X = badlaser[i].image.Width/2; badlaser[i].origin.Y = badlaser[i].image.Height / 2; badlaser[i].rect.Width = (int)(badlaser[i].image.Width * badlaser[i].size); badlaser[i].rect.Height = (int)(badlaser[i].image.Height * badlaser[i].size); badlaser[i].velocity = new Vector3(0, 10, 0); } badlasersound = Content.Load<SoundEffect>("laser"); badhit = Content.Load<SoundEffect>("ballhit"); goodlaser.image = Content.Load<Texture2D>("tank_bullet_1"); goodlaser.size = 0.3f; goodlaser.origin.X = goodlaser.image.Width / 2; goodlaser.origin.Y = goodlaser.image.Height / 2; goodlaser.rect.Height = (int)(goodlaser.image.Height * goodlaser.size); goodlaser.rect.Width = (int)(goodlaser.image.Width * goodlaser.size); goodlaser.velocity = new Vector3(0, -5, 0); goodlasersound = Content.Load<SoundEffect>("laser"); goodhit = Content.Load<SoundEffect>("crash"); for (int y = 0; y < rows; y++) for (int x = 0; x < columns; x++) { invader[x, y].image = Content.Load<Texture2D>("invader"); invader[x, y].size = 0.12f; invader[x, y].origin.X = invader[x, y].image.Width / 2; invader[x, y].origin.Y = invader[x, y].image.Height / 2; invader[x, y].rect.Width = (int)(invader[x, y].image.Width * 0.14); invader[x, y].rect.Height = (int)(invader[x, y].image.Height * invader[x, y].size); invader[x, y].power = 2; } sheild[0].image = Content.Load < Texture2D>("sheild1"); sheild[1].image = Content.Load<Texture2D>("sheild2"); sheild[2].image = Content.Load<Texture2D>("sheild3"); sheild[3].image = Content.Load<Texture2D>("sheild4"); for (int s = 0; s < sheild.Count(); s++) { sheild[s].origin.X = sheild[s].image.Width / 2; sheild[s].origin.Y = sheild[s].image.Height / 2; sheild[s].size = 0.4f; sheild[s].rect.Width = (int)(sheild[s].image.Width * sheild[s].size); sheild[s].rect.Height = (int)(sheild[s].image.Height * sheild[s].size); } sheild[0].rect.X = 100; sheild[0].rect.Y = displayheight - 155; sheild[1].rect.X = 300; sheild[1].rect.Y = displayheight - 155; sheild[2].rect.X = 500; sheild[2].rect.Y = displayheight - 155; sheild[3].rect.X = 700; sheild[3].rect.Y = displayheight - 155; for (int s = 0; s < sheild.Count(); s++) { sheild[s].bsphere = new BoundingSphere(new Vector3((float)sheild[s].rect.X, (float)sheild[s].rect.Y, 0), sheild[s].rect.Width / 2); } resetgame(); }