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   foregroundTexture = Load<Texture2D>("Textures/Backgrounds/gameplay_screen");

   cloud1Texture = Load<Texture2D>("Textures/Backgrounds/cloud1");

   cloud2Texture = Load<Texture2D>("Textures/Backgrounds/cloud2");

   mountainTexture = Load<Texture2D>("Textures/Backgrounds/mountain");

   skyTexture = Load<Texture2D>("Textures/Backgrounds/sky");

   defeatTexture = Load<Texture2D>("Textures/Backgrounds/defeat");

   victoryTexture = Load<Texture2D>("Textures/Backgrounds/victory");

hudBackgroundTexture = Load<Texture2D>("Textures/HUD/hudBackground");

   windArrowTexture = Load<Texture2D>("Textures/HUD/windArrow");

   ammoTypeTexture = Load<Texture2D>("Textures/HUD/ammoType");

   // Load font

   hudFont = Load<SpriteFont>("Fonts/HUDFont");

   // Define initial cloud position

   cloud1Position = new Vector2(224 - cloud1Texture.Width, 32);

   cloud2Position = new Vector2(64, 90);

   // Define initial HUD positions

   playerHUDPosition = new Vector2(7, 7);

   computerHUDPosition = new Vector2(613, 7);

   windArrowPosition = new Vector2(345, 46);

   // Initialize human & AI players

player = new Human(ScreenManager.Game, ScreenManager.SpriteBatch);

   player.Initialize();

   player.Name = "Player";

   computer = new AI(ScreenManager.Game, ScreenManager.SpriteBatch);

   computer.Initialize();

   computer.Name = "Phone";

   // Identify enemies

   player.Enemy = computer;

   computer.Enemy = player;

   base.LoadContent();

if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("IsReload"))

   {

player.Score = int.Parse(Microsoft.Phone.Shell.PhoneApplicationService.Current.State

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