public override void LoadContent(ContentManager content) { _spriteBatch = new SpriteBatch(GraphicsDevice); _sheets = new SpriteSheets(); SpriteSheet sheet1 = SpriteSheetLoader.LoadFromFile(@"Content\characters.spritesheet.json", content); _sheets.Add(sheet1); SpriteSheet sheet2 = SpriteSheetLoader.LoadFromFile(@"Content\playership.spritesheet.json", content); _sheets.Add(sheet2); SpriteSheet sheet3 = SpriteSheetLoader.LoadFromFile(@"Content\explosion1.spritesheet.json", content); _sheets.Add(sheet3); _animations = AnimationsLoader.LoadFromFile(@"Content\animations1.json"); NextAnimation(); _font.LoadContent(); _statusPane.LoadContent(content); }
private void LoadGameplay() { #region Initialize content if (levelState.LevelNumber == 2) { levelState.BanditsVerticalPosition += 20; levelState.KnightsVerticalPosition += 40; levelState.SkeletonsVerticalPosition += 40; levelState.SorcerersVerticalPosition += 20; var levelStatePlayerHousePosition = levelState.PlayerHousePosition; levelStatePlayerHousePosition.Y += 20; levelState.PlayerHousePosition = levelStatePlayerHousePosition; } if (levelState.LevelNumber >= 2) { background = Content.Load <Texture2D>("Background/background_1"); } else { background = Content.Load <Texture2D>("Background/background"); } var random = new Random(); skeletons = CharacterFactoryBase.Create <Skeleton>( numberOfCharacters: levelState.NumberOfSkeletons, millisecondsPerFrame: 50, initialPosition: new Vector2(levelState.SkeletonsHorizontalPosition, levelState.SkeletonsVerticalPosition)); bandits = CharacterFactoryBase.Create <Bandit>( numberOfCharacters: levelState.NumberOfBandits, millisecondsPerFrame: 50, initialPosition: new Vector2(levelState.BanditsHorizontalPosition, levelState.BanditsVerticalPosition)); knights = CharacterFactoryBase.Create <Knight>( numberOfCharacters: levelState.NumberOfKnights, millisecondsPerFrame: 50, initialPosition: new Vector2(levelState.KnightsHorizontalPosition, levelState.KnightsVerticalPosition)); if (levelState.LevelNumber > 2) { levelState.NumberOfSorcerers++; sorcerers = CharacterFactoryBase.Create <Sorcerer>( numberOfCharacters: levelState.NumberOfSorcerers, millisecondsPerFrame: 50, initialPosition: new Vector2(levelState.SorcerersHorizontalPosition, levelState.SorcerersVerticalPosition)); levelState.SorcererReady = true; } playerShot = CharacterFactoryBase.Create <Explosion>( numberOfCharacters: 1, millisecondsPerFrame: 10, initialPosition: new Vector2(levelState.PlayerShotHorizontalPosition, levelState.PlayerShotVerticalPosition)).Single(); scope = Content.Load <Texture2D>("Miscellanous/scope"); playerHouse = Content.Load <Texture2D>("Houses/House_1"); font = Content.Load <SpriteFont>("Miscellanous/arcadeclassic"); singleShotSoundEffect = Content.Load <SoundEffect>("Sounds/snipershot").CreateInstance(); #endregion #region Load animations var loader = new AnimationsLoader(Content); foreach (var bandit in bandits) { loader.LoadBandit(bandit); } foreach (var knight in knights) { loader.LoadKnight(knight); } foreach (var skeleton in skeletons) { loader.LoadSkeleton(skeleton); } if (levelState.LevelNumber > 2) { foreach (var sorcerer in sorcerers) { loader.LoadSorcerers(sorcerer); } } loader.LoadExplosion(playerShot); gameplayReady = true; #endregion }