private void OnClick(GameTime gt, cButton button) { canTick = true; if (canTick) { clickTimer += gt.ElapsedGameTime.Milliseconds; } if (clickTimer > 100) { CurrentGameState = button.Destination; button.isClicked = false; canTick = false; clickTimer = 0; } if (button.Destination == GameState.ConfirmQuiting) { Exit(); } else { CurrentGameState = button.Destination; } }
protected override void LoadContent() { names = System.IO.File.ReadAllLines("names.txt"); // reads in the file and stores the text in a linear array Array.Sort(names); // sorts the array alphabetically Random rng = new Random(); // create a random number generator name = names[rng.Next(0, names.Length)]; // sets player name to be a random name chosen from the array reset = false; // sets reset to false. spriteBatch = new SpriteBatch(GraphicsDevice); // calls a new insatnce forsprite batch so that the program can draw images playerfont = Content.Load <SpriteFont>("health"); //loads ina spritetext file to be used for outputing text to an array Title = Content.Load <Texture2D>("Quarterra"); // loads in the title image from the content folder background = Content.Load <Texture2D>("background"); //loads the background image in from the foler for the game graphics.PreferredBackBufferHeight = screenHeight; // sets the screen height to the value provided in the variable graphics.PreferredBackBufferWidth = screenWidth; // sets the screen width to the value provided in the variable graphics.ApplyChanges(); // applys new screen resolution IsMouseVisible = true; // allows the mouse cursor to be visible when inside the window effect = Content.Load <SoundEffect>("Run"); backbounds = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // sets a bounding box of the game to be that of the screen size btnplay = new cButton(Content.Load <Texture2D>("Button1"), graphics.GraphicsDevice); // creates a new start button with the image loaded from the content folder and using the graphics device as a bounding box btnplay.setPosition(new Vector2(350, 300)); // changes the position of the button to the centre of the screen camera = new Camera(GraphicsDevice.Viewport); // creates a new camera instance so that the camera can scroll until the player reaches the end of the map worldmap = System.IO.File.ReadAllLines("world.txt"); // reads a file and stores all the map data to an array data = System.IO.File.ReadAllLines("save.txt"); //loads the player data from a file and stores it in an array mapgen = new int[worldmap.Length, worldmap[0].Length]; // creates a 2d array so that it can be passed into a the map gen class for (int j = 0; j < worldmap.Length; j++) { for (int i = 0; i < worldmap[j].Length; i++) { try { mapgen[j, i] = int.Parse(worldmap[j].Substring(i, 1)); } catch { } // attempts to split up the old array into a 2d array so that the world can be generated } } Blocks.Content = Content; // sets the load section of blocks to the content foler map.GenerateMap(mapgen, 50); // generates the map using the data in the array p1.Load(Content, data); // loads the player using the content data enemyM.Load(Content, map.Width); //loads the enemy using the content data }
public void LoadContent(ContentManager Content, Game1 game) { this.game = game; mainMenu = new MainMenu(); mainMenu.LoadContent(Content); btnPlay = new cButton(Content.Load <Texture2D>("Menu/Buttons/playButton")); backToGameButton = new cButton(Content.Load <Texture2D>("Menu/Buttons/playButton")); exitButton = new cButton(Content.Load <Texture2D>("Menu/Buttons/exitButton")); restartButton = new cButton(Content.Load <Texture2D>("Menu/Buttons/restartButton")); font = Content.Load <SpriteFont>("healthsFont"); switch (AnalyticsInfo.VersionInfo.DeviceFamily) { case "Windows.Mobile": device = CurrentDevice.Phone; break; default: device = CurrentDevice.Desktop; break; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new SpriteBatch, which can be used to draw textures. Marcel_Basis.LoadContent(GlobalVars, this); Marco_Basis.LoadContent(GlobalVars, this); Marc_Basis.LoadContent(GlobalVars, this); Paul_Basis.LoadContent(GlobalVars, this); Eljakim_Basis.LoadContent(GlobalVars, this); /* * TODO: use this.Content to load your game content here */ graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; graphics.ApplyChanges(); IsMouseVisible = true; btnPlay = new cButton(Content.Load <Texture2D>("button"), graphics.GraphicsDevice); btnPlay.setPosition(new Vector2(600, 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); IsMouseVisible = true; Content.Load <Texture2D>("Background/MapBackground"); BtnPlay = new cButton(Content.Load <Texture2D>("Buttons/PlayButtonAgile"), screenWidth, screenHeight, 120, GameState.Playing); BtnQuiting = new cButton(Content.Load <Texture2D>("Buttons/QuitButton"), screenWidth, screenHeight, 80, GameState.Quiting); BtnConfirmQuiting = new cButton(Content.Load <Texture2D>("Buttons/QuitButton"), screenWidth, screenHeight, 40, GameState.ConfirmQuiting); mainMenuButtons.Add(BtnPlay); mainMenuButtons.Add(BtnQuiting); quitButtons.Add(new cButton(Content.Load <Texture2D>("Buttons/QuitButton"), screenWidth, screenHeight, 120, GameState.ConfirmQuiting)); quitButtons.Add(new cButton(Content.Load <Texture2D>("Buttons/BackToMenu"), screenWidth, screenHeight, 40, GameState.MainMenu)); MapTiles.Content = Content; map.Generate(mapGrid, size); for (int x = 0; x < mapGrid.GetLength(1); x++) { for (int y = 0; y < mapGrid.GetLength(0); y++) { int current = mapGrid[y, x]; } } //Player playerTex = Content.Load <Texture2D>("Player/CharacterSpriteSheetp"); player = new Player(Content, new Vector2(1000, 700), 1, 12, 100); //Bullet bulletTex = Content.Load <Texture2D>("Bullet/BulletM"); //Armour Bar aBatch = new SpriteBatch(this.GraphicsDevice); //Arrow arrowTex = Content.Load <Texture2D>("MapAssets/Arrow"); levels.Add(new Level(new Vector2(1150, 600), 50, Content)); ContentManager aLoader = new ContentManager(this.Services); //HUD Elements weaponIcon = Content.Load <Texture2D>("PickUps/WeaponPickUpSingle5"); wpnIconPos = new Vector2(GraphicsDevice.Viewport.X + 20, GraphicsDevice.Viewport.Height - 120); wpnIconRect = new Rectangle((int)wpnIconPos.X, (int)wpnIconPos.Y, 100, 100); for (int i = 0; i < 5; i++) { armourIcons.Add(Content.Load <Texture2D>("PickUps/armourIcon" + (i * 25))); } ; armIconPos = new Vector2(GraphicsDevice.Viewport.X + 330, GraphicsDevice.Viewport.Y + 5); armIconRect = new Rectangle((int)armIconPos.X, (int)armIconPos.Y, 100, 100); aArmourBar = Content.Load <Texture2D>("PickUps/HealthBar") as Texture2D; //Pick Ups pickUps.Add(new PickUp(1, 8, Content, new Vector2(500, 600), 0)); pickUps.Add(new PickUp(1, 8, Content, new Vector2(500, 80), 1)); pickUps.Add(new PickUp(1, 8, Content, new Vector2(600, 400), 0)); //Enemy enemies.Add(new Enemy(Content, new Vector2(300, 450), false, 100)); enemies.Add(new Enemy(Content, new Vector2(575, 200), true, 150)); enemies.Add(new Enemy(Content, new Vector2(1025, 650), false, 200)); #region OldCode /* * _sprites = new List<Sprite>() * { * new Sprite(animations) * { * Position = new Vector2(100,100), * input = new Input() * { * Up = Keys.W, * Down = Keys.S, * Left = Keys.A, * Right = Keys.D * * }, * }, * }; */ #endregion }