Beispiel #1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            SetUpPayPal();

            self = this;
            LoadConfig();
            LoadWallpapers();
            Wallpaper = walls[new Random().Next(6)];
            //Wallpaper = Utils.CreateTexture(GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            //  gd = GraphicsDevice;
            var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice);

            sheet     = spriteSheetLoader.Load("SpriteSheet.png");
            hit4sheet = spriteSheetLoader.Load("hit4.png");
            //sheet
            loginMenu = new LoginMenu();
            loginMenu.Initialize(Content);
            registerMenu = new RegisterMenu();
            registerMenu.Initialize(Content);
            menus.Add(loginMenu);
            menus.Add(registerMenu);
            base.Initialize();
        }
Beispiel #2
0
        public static void Init(params AvailableTextures[] sprite_sheet_textures)
        {
            SpriteSheet = new SpriteSheet();
            var sprite_sheet_loader = new SpriteSheetLoader();

            foreach (var available_texture in sprite_sheet_textures)
            {
                SpriteSheet.Add(sprite_sheet_loader.Load(ContentHolder.Get(available_texture), "NeonPartyGamesController." + Engine.Game.Content.RootDirectory + ".textures." + available_texture + ".json"));
            }
        }
        /// <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.
            this.spriteBatch  = new SpriteBatch(GraphicsDevice);
            this.spriteRender = new SpriteRender(this.spriteBatch);

            // TODO: use this.Content to load your game content here
            var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice);

            spriteSheet = spriteSheetLoader.Load("salle.png");
        }
        public static SpriteSheet GetSheet(string file)
        {
            if (Sheets.ContainsKey(file))
            {
                return(Sheets[file]);
            }
            var sheet = SpriteSheetLoader.Load(file);

            Sheets[file] = sheet;

            return(sheet);
        }
Beispiel #5
0
        /// <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);

            spriteSheetLoader = new SpriteSheetLoader(Content);

            //startMenuBackgroundSprite = Content.Load<Texture2D>("StartScreen.png");

            //var s = File.OpenRead("Content/StartScreen.png");
            startMenuBackgroundSprite = PngLoader.Load(this.GraphicsDevice, "Content/StartScreen.png");


            backgroundAnimation.LoadBackGround(this.GraphicsDevice, Content);
            backgroundAnimation.spriteBatch = new SpriteBatch(GraphicsDevice);


            HealthBar.healthBarTexture = PngLoader.Load(this.GraphicsDevice, "Content/HealthBar.png");
            EnemyClass.enemyTexture    = PngLoader.Load(this.GraphicsDevice, "Content/EnemyShip.png");


            player.InitializeAndLoadPlayer(this.GraphicsDevice, Content, initialPlayerPosition, new SpriteBatch(GraphicsDevice));
            player.spriteBatch = new SpriteBatch(GraphicsDevice);

            playerShotHandler = new PlayerShotHandler(this.GraphicsDevice, Content, GraphicsDevice);
            playerShotHandler.playerShootingSpawnCounter      = 0;
            playerShotHandler.shootingStartPositionCorrection = new Vector2((player.playerTexture.Width * player.shipScale.X) / 2, 0);


            arialFont   = Content.Load <SpriteFont>("Arial");
            arialFont28 = Content.Load <SpriteFont>("Arial_28");

            TextureManager.enemySpriteSheet = spriteSheetLoader.Load(this.GraphicsDevice, "EnemyDeathAnimationTexture.png");

            startButtonSprite   = PngLoader.Load(this.GraphicsDevice, "Content/StartButton.png");
            upgradeButtonSprite = PngLoader.Load(this.GraphicsDevice, "Content/UpgradesButton.png");
            exitButtonSprite    = PngLoader.Load(this.GraphicsDevice, "Content/ExitButton.png");

            startMenuScreen.LoadStartMenu(GraphicsDevice, Content, screenWidth, startMenuBackgroundSprite, startButtonSprite, upgradeButtonSprite, exitButtonSprite);
            startMenuScreen.spriteBatch = new SpriteBatch(GraphicsDevice);

            gameStateWatcher.SubscribeStartButton(startMenuScreen.startButton);
            gameStateWatcher.SubscribeUpgradeButton(startMenuScreen.upgradeButton);
            gameStateWatcher.SubscribeExitButton(startMenuScreen.exitButton);

            gameOverScreen.LoadGameOverScreen(GraphicsDevice, Content, screenWidth, upgradeButtonSprite, exitButtonSprite);

            gameStateWatcher.SubscribeUpgradeButton(gameOverScreen.upgradeButton);
            gameStateWatcher.SubscribeExitButton(gameOverScreen.exitButton);
        }
Beispiel #6
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        protected override void LoadContent()
        {
            //Load textures, you can do this however you like. Textuer packer isn't free afterall.
            var loader      = new SpriteSheetLoader(Content);
            var spriteSheet = loader.Load("texture");

            //GUI Setup, can be adapted to suit game's texture atlas system.
            var screenBounds = new Rectangle(0, 0, 800, 600);

            texture = spriteSheet.Texture; //Load texture atlas
            var sourceRects =              //Source rectangles and nine patch coordinates.
                              new
                              Dictionary <string, (Rectangle, int[])>
            {
Beispiel #7
0
        /// <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);
            spriteRender = new SpriteRender(spriteBatch);

            var spriteSheetLoader = new SpriteSheetLoader(Content, GraphicsDevice);

            spriteSheet = spriteSheetLoader.Load(GraphicsDevice.Viewport.Height > 768 ? "*****@*****.**"
                                                                                      : "CapGuyDemo.png");
            backgroundSprite = spriteSheet.Sprite(TexturePackerMonoGameDefinitions.CapGuyDemo.Background);
            centreScreen     = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);

            InitialiseAnimationManager();
        }
Beispiel #8
0
        /// <summary>
        /// Loads any component specific content
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();

            fSpriteBatch = new SpriteBatch(Game.GraphicsDevice);

            fTexture = Game.Content.Load <Texture2D>("count/particle_32_2");


            var spriteSheetLoader = new SpriteSheetLoader(Game.Content, GraphicsDevice);

            fSpriteSheet  = spriteSheetLoader.Load("count/flowers.png");
            fSpriteRender = new SpriteRender(fSpriteBatch);

            UpdateScale();
        }
Beispiel #9
0
        /// <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);

            font = Content.Load <SpriteFont>("Status");
            SpriteSheetLoader loader = new SpriteSheetLoader(Content, _fileReader);
            var ss = loader.Load("fanatiblaster");

            var frame = ss.SpriteList[SpriteNames.Down_spritesheetforthegame_1_0];

            var animationCache = new AnimationCache(ss);

            animationCache.Animations.Add("down", new string[] {
                SpriteNames.Down_spritesheetforthegame_1_1,
                SpriteNames.Down_spritesheetforthegame_1_2,
                SpriteNames.Down_spritesheetforthegame_1_3,
                SpriteNames.Down_spritesheetforthegame_1_4,
                SpriteNames.Down_spritesheetforthegame_1_5,
                SpriteNames.Down_spritesheetforthegame_1_6,
                SpriteNames.Down_spritesheetforthegame_1_7,
                SpriteNames.Down_spritesheetforthegame_1_8
            });

            MovementSystem        movementSystem        = new MovementSystem(_channelManager, 25, new string[] { "default" });
            TextRenderSystem      textRenderSystem      = new TextRenderSystem(spriteBatch, _channelManager, 100, "default");
            TextureRenderSystem   textureRenderSystem   = new TextureRenderSystem(spriteBatch, _channelManager, 101, "default");
            SpriteAnimationSystem spriteAnimationSystem = new SpriteAnimationSystem(animationCache, _channelManager, 30, "default");

            _gameManager.AddSystem(textRenderSystem);
            _gameManager.AddSystem(movementSystem);
            _gameManager.AddSystem(textureRenderSystem);
            _gameManager.AddSystem(spriteAnimationSystem);

            var te = _gameManager.EntityManager.Get("text", new string[] { "default" });

            te.CreateTextRenderEntity("Some Text", Color.Black, new Vector2(100, 100), 5, 1.0f, font);
            var teMove = _gameManager.EntityManager.Get("text2", new string[] { "default" });

            teMove.CreateTextRenderEntity("I'm Moving!", Color.Black, new Vector2(1, 1), 5, 1.0f, font)
            .AddComponent(new VelocityComponent()
            {
                Direction = new Vector2(1, 1), Speed = new Vector2(15, 15)
            });
            var teSprite = _gameManager.EntityManager.Get("sprite");

            teSprite.MakeTextureRenderAspect(new Vector2(150, 150), frame.IsRotated, frame.Origin, frame.SourceRectangle,
                                             frame.Texture, SpriteEffects.None, Color.White, 1.0f, 0.0f)
            .AddComponent(new AnimationComponent()
            {
                Active            = true,
                CurrentAnimation  = "down",
                CurrentFrameIndex = 0,
                ShouldLoop        = true,
                FPS = 8.0f
            });

            _gameManager.AddEntity(te);
            _gameManager.AddEntity(teMove);
            _gameManager.AddEntity(teSprite);
        }