/// <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); childComponent = new List <GameObject>(); platform = new Platform(new Rectangle(GraphicsDevice.Viewport.Width / 5 + 28, 10, 445, 650), this.Content); guage = new Guage(new Rectangle(platform.Position.X + platform.Position.Width + 2, 10, 100, 650), this.Content); Vector2 startingPos = platform.getMidPoint(); player = new Munchlit(new Rectangle((int)startingPos.X, (int)startingPos.Y, 30, 30), this.Content); childComponent.Add(platform); childComponent.Add(guage); childComponent.Add(player); for (int i = platform.Position.X + 12; i <= platform.Position.X + platform.Position.Width - 24; i += 30) { Console.WriteLine(i); childComponent.Add(new Meteor(new Rectangle(i, platform.Position.Y + platform.Position.Height - 45, 30, 30), this.Content, 0)); } // TODO: use this.Content to load your game content here }
public override void Initialize() { childComponents = new List <GameObject>(); ioManager = new IOManager(); font = gameRef.Content.Load <SpriteFont>("SpriteFont1"); platform = new Platform(new Rectangle(18, 40, 445, 650), gameRef.Content); guage = new Guage(new Rectangle(platform.Position.X + platform.Position.Width + 2, 40, 100, 650), gameRef.Content); Vector2 startingPos = platform.getMidPoint(); player = new Munchlit(new Rectangle((int)startingPos.X, (int)startingPos.Y, 20, 20), gameRef.Content); childComponents.Add(platform); childComponents.Add(guage); childComponents.Add(player); for (int i = platform.Position.X + 12; i <= platform.Position.X + platform.Position.Width - 24; i += 30) { childComponents.Add(new Meteor(new Rectangle(i, platform.Position.Y + platform.Position.Height - 45, 30, 30), gameRef.Content, 0)); childComponents.Add(new Meteor(new Rectangle(i, platform.Position.Y + platform.Position.Height - 75, 30, 30), gameRef.Content, 0)); childComponents.Add(new Meteor(new Rectangle(i, platform.Position.Y + platform.Position.Height - 105, 30, 30), gameRef.Content, 0)); } guiManager.AddLabel("HighScore", font, "Highscore: " + 0); guiManager["HighScore"].Position = new Vector2(guage.Position.X + guage.Position.Width + 10, 40.0f); guiManager["HighScore"].Size = new Vector2(200.0f, 75.0f); guiManager["HighScore"].Color = Color.Black; guiManager.AddLabel("level", font, "Level: " + level); guiManager["level"].Position = new Vector2(platform.Position.X + platform.Position.Width / 3 + 20, 10.0f); guiManager["level"].Size = new Vector2(150, 20.0f); guiManager["level"].Color = Color.Black; guiManager.AddLabel("time", font, "Timer: " + timer); guiManager["time"].Position = new Vector2(guage.Position.X + guage.Position.Width + 10, 70.0f); guiManager["time"].Size = new Vector2(200.0f, 75.0f); guiManager["time"].Color = Color.Black; guiManager.AddLabel("lives", font, "Lives: " + player.Lives); guiManager["lives"].Position = new Vector2(guage.Position.X + guage.Position.Width + 10, 100.0f); guiManager["lives"].Size = new Vector2(150.0f, 20.0f); guiManager["lives"].Color = Color.Black; guiManager.AddLabel("points", font, "Points: " + player.Point); guiManager["points"].Position = new Vector2(guage.Position.X + guage.Position.Width + 10, 130.0f); guiManager["points"].Size = new Vector2(150.0f, 20.0f); guiManager["points"].Color = Color.Black; guiManager.AddPicture("tmp", gameRef.Content.Load <Texture2D>("Freezling")); guiManager["tmp"].Position = new Vector2(guage.Position.X + guage.Position.Width + 30, 200.0f); guiManager["tmp"].Size = new Vector2(200.0f, 200.0f); guiManager.AddButton("pause", "PAUSE", guage.Position.X + guage.Position.Width + 10, 400, 200.0f, 75.0f); guiManager.AddButton("btnMainMenu", "Menu", guage.Position.X + guage.Position.Width + 10, 500, 200.0f, 75.0f); guiManager.AddButton("btnExit", "Exit", guage.Position.X + guage.Position.Width + 10, 600, 200.0f, 75.0f); btnMainMenu = guiManager["btnMainMenu"] as Button; btnMainMenu.Click += (control, button) => { GameState MainMenu = this.parent[GameStateType.Playing]; if (MainMenu != null) { this.parent.PushState(MainMenu); MainMenu MainMenuState = new MainMenu(this.gameRef, this.renderer, this.parent); MainMenu.Initialize(); this.parent.PushState(MainMenuState); } }; btnExit = guiManager["btnExit"] as Button; btnExit.Click += (control, button) => { gameRef.Exit(); }; try { highScore = ioManager.LoadHighScore(); } catch (Exception) { ioManager.SaveHighScore(0); highScore = 0; } }
override protected void Start() { base.Start(); guage = new Guage(); explosionObject = Resources.Load("Explosion", typeof(GameObject)); }
override protected void Start() { base.Start(); dashing = charging = jumping = shooting = scaling = standing = false; lockToTarget = false; jumpDash = 0; dashForce = 20f; gravity = -200f; jumpHold = 0; speedScale = 20f; //hp health = new Guage(); spawnPoint = gameObject.transform.position; jumpAllowed = dashAllowed = false; firstLock = false; //Load a blaster as our weapon weapon = GameControl.Spawn(Spawnable.Type.WEAPON_FIST_BLASTER, this.transform.position, this.transform.rotation); weapon.name = "Fist Blaster"; weapon.transform.parent = this.transform; weapon.transform.localPosition = new Vector3(weapon.transform.localPosition.x, weapon.transform.localPosition.y + 2f, weapon.transform.localPosition.z); //initialize hero with GameControl health.value = GameControl.control.health; //References heroAudio = GetComponent<HeroAudio>(); hmdRig.GetComponent<QoobitOVR>().FollowObject = this.gameObject; }