public AI(Game game, SpriteBatch screenSpriteBatch)
: base(game, screenSpriteBatch)
// TODO: Initialize catapult
Now that our basic versions of the player classes are ready, it is time to utilize them in GameplayScreen.
Open the file GameplayScreen.cs located inside the Screens project folder and add additional variable definitions to the GameplayScreen class. Place them just under the existing variable definitions (old code has been colored gray):
// Gameplay members
const int minWind = 0;
const int maxWind = 10;
// Helper members
Most of these new variables are not immediately useful. They will come into play as we add more game logic.
Revise the GameplayScreen class’s LoadContent method by adding additional initialization at its end:
hudFont = Load<SpriteFont>("Fonts/HUDFont");
// Define initial cloud position
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