/// <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); // TODO: use this.Content to load your game content here scrollSpeed = defaultSpeed; //============================================================= //Background Texturing backTexture = Content.Load<Texture2D>("ui_background"); backEndTexture = Content.Load<Texture2D>("ui_background_end"); EndWinTexture = Content.Load<Texture2D>("EndingWin"); EndWinBackgroundTexture = Content.Load<Texture2D>("EndScreen"); EndLoseTexture = Content.Load<Texture2D>("EndingLose"); EndDiedTexture = Content.Load<Texture2D>("EndingDied"); EndTimeoutTexture = Content.Load<Texture2D>("TimeOut"); PauseTexture = Content.Load<Texture2D>("Pause"); //============================================================= //============================================================= //Gui Loading GUI.ButtonMenu1 = Content.Load<Texture2D>("button1"); GUI.ButtonMenu2 = Content.Load<Texture2D>("button2"); GUI.ButtonMenu3 = Content.Load<Texture2D>("button3"); GUI.ButtonMenu4 = Content.Load<Texture2D>("button4"); GUI.ButtonBack = Content.Load<Texture2D>("buttonback"); PlayerIcon1 = Content.Load<Texture2D>("PlayerIcon1"); PlayerIcon2 = Content.Load<Texture2D>("PlayerIcon2"); PlayerIcon3 = Content.Load<Texture2D>("PlayerIcon3"); PlayerIcon4 = Content.Load<Texture2D>("PlayerIcon4"); GUI.ButtonBackward = Content.Load<Texture2D>("Buttonbackwards"); GUI.ButtonForward = Content.Load<Texture2D>("Buttonnext"); Gameguide = Content.Load<Texture2D>("Gameguide2"); //============================================================= //============================================================= //Player Texturing playerTexture1 = Content.Load<Texture2D>("player_green"); playerTexture2 = Content.Load<Texture2D>("player_blue"); playerTexture3 = Content.Load<Texture2D>("player_red"); playerTexture4 = Content.Load<Texture2D>("player_yellow"); healthTexture = Content.Load<Texture2D>("health"); wifiHudTexture = Content.Load<Texture2D>("wifi_hud"); for (var i = 0; i < 10; i++) scoreTextures[i] = Content.Load<Texture2D>("hud_" + i.ToString()); hudSepTexture = Content.Load<Texture2D>("hud_sep"); clockHud = Content.Load<Texture2D>("timer_hud3d"); pointsHud = Content.Load<Texture2D>("points_hud"); PlayerIconTexture = PlayerIcon1; playerTexture = playerTexture1; player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), WifiNeeded); //============================================================= //============================================================= //Enemy and Obstacle Texture enemyTexture = Content.Load<Texture2D>("enemy"); obstacleTexture = Content.Load<Texture2D>("obstacle"); //============================================================= //============================================================= //Collectable Texture collectWifiTexture = Content.Load<Texture2D>("wifi"); collectPointsTexture = Content.Load<Texture2D>("points"); collectHPLgeTexture = Content.Load<Texture2D>("coffee64"); collectHPSmlTexture = Content.Load<Texture2D>("coffee32"); collectBikeTexture = Content.Load<Texture2D>("bike"); //============================================================= }
/// <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); // TODO: use this.Content to load your game content here backTexture = Content.Load<Texture2D>("ui_background"); background = new Background(backTexture, new Vector2(0, 0), secondsToComplete); playerTexture = Content.Load<Texture2D>("player_blue"); player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2)); EnemyTexture = Content.Load<Texture2D> ("Enemy"); }
public void ResetGameValues() { //basics TimerBegin = 0; highSpeed = false; //background background = new Background(backTexture, backEndTexture, new Vector2(0, 0), secondsToComplete, scrollSpeed); //player player = new Player(playerTexture, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2), WifiNeeded); LostFromWifi = false; //collectables, enemies, obstacles enemies = new List<Enemy>(); obstacles = new List<Obstacle>(); collectables = new List<Collectable>(); collectableSpawns = new List<CollectableSpawnDetail>(); enemyspawntime = 5.0f; enemyspawncooldown = 0.0f; obstaclespawntime = 12.0f; obstaclespawncooldown = 0.0f; AddSpawnCollectables(Collectable.CollectType.WIFI, collectWifiSpawnCount); AddSpawnCollectables(Collectable.CollectType.POINTS, collectPointsSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPSML, collectHPSmlSpawnCount); AddSpawnCollectables(Collectable.CollectType.HPLGE, collectHPLgeSpawnCount); AddSpawnCollectables(Collectable.CollectType.BIKE, collectBikeSpawnCount); //============================================================= //Timer speedTimer = new Timer(0, 0); //create a speed timer but don't leave it active speedTimer.TimerEnd = true; //============================================================= }