/// <summary>
        /// Loads graphics content for this screen. The background texture is quite
        /// big, so we use our own local ContentManager to load it. This allows us
        /// to unload before going from the menus into the game itself, wheras if we
        /// used the shared ContentManager provided by the Game class, the content
        /// would remain loaded forever.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
                content = new ContentManager(ScreenManager.Game.Services, "GravWalker.Content");

            texBG = content.Load<Texture2D>("blank-white");

            parallaxManager = new ParallaxManager(ScreenManager.GraphicsDevice.Viewport);
        }
Beispiel #2
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        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
                content = new ContentManager(ScreenManager.Game.Services, "GravWalker.Content");

            //+ (int)(ScreenManager.GraphicsDevice.Viewport.Width/4)
            //gameRenderTarget = new RenderTarget2D(ScreenManager.GraphicsDevice, ScreenManager.GraphicsDevice.Viewport.Width + (int)(ScreenManager.GraphicsDevice.Viewport.Width / 1.2), ScreenManager.GraphicsDevice.Viewport.Height + (int)(ScreenManager.GraphicsDevice.Viewport.Width / 1.2));

            AudioController.LoadContent(content);

            gameFont = content.Load<SpriteFont>("menufont");

            gameMap = content.Load<Map>("maps/testmap2");
            GameManager.Map = gameMap;

            gameHero = new Hero();
            gameHero.Initialize();
            gameHero.LoadContent(content);
            GameManager.Hero = gameHero;
            spawnPos = gameHero.Position;

            gameSpawnerController = new SpawnerController(gameMap);
            gameEnemyController = new EnemyController();
            gameEnemyController.LoadContent(content, gameSpawnerController.RequiredTypes);

            gameCamera = new Camera(ScreenManager.GraphicsDevice.Viewport, gameMap);
            gameCamera.ClampRect = new Rectangle(0, 5 * gameMap.TileHeight, gameMap.Width * gameMap.TileWidth, gameMap.Height * gameMap.TileHeight);
            //gameCamera.Position = gameHero.Position - (new Vector2(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height) / 2);
            gameCamera.Position = gameHero.Position;
            gameCamera.Target = gameCamera.Position;
            gameCamera.Update(ScreenManager.GraphicsDevice.Viewport.Bounds);
            GameManager.Camera = gameCamera;

            gameProjectileManager = new ProjectileManager();
            gameProjectileManager.Initialize();
            gameProjectileManager.LoadContent(content);
            GameManager.ProjectileManager = gameProjectileManager;

            gameParticleController = new ParticleController();
            gameParticleController.LoadContent(content);
            GameManager.ParticleController = gameParticleController;

            gameWaterController = new WaterController(ScreenManager.GraphicsDevice, gameMap);
            GameManager.WaterController = gameWaterController;

            gameGravPadController = new GravPadController(gameMap);
            GameManager.GravPadController = gameGravPadController;

            gameHUD = new HUD(ScreenManager.GraphicsDevice.Viewport);
            gameHUD.Alpha = 0f;
            gameHUD.LoadContent(content);

            parallaxManager = new ParallaxManager(ScreenManager.GraphicsDevice.Viewport);
            parallaxManager.Layers.Add(new ParallaxLayer(content.Load<Texture2D>("bg/bg1"), new Vector2(0, 0), 0.4f, false));

            gameHero.Position.Y = spawnPos.Y - startingTransition;

            GameManager.CurrentScene = 0;
            GameManager.SceneTime = 0;

            ScreenManager.Game.ResetElapsedTime();
        }