/// <summary>
        /// Load graphics, sounds content for the game. Create the level
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                if (content == null)
                    content = new ContentManager(ScreenManager.Game.Services, "Content");

                // Create a new SpriteBatch, which can be used to draw textures.
                spriteBatch = new SpriteBatch(ScreenManager.GraphicsDevice);
                _renderContext.GameTime = new GameTime();

                _renderContext.SpriteBatch = spriteBatch;
                _renderContext.GraphicsDevice = ScreenManager.GraphicsDevice;

                //Set up basic effect for drawing background
                _renderContext.BasicEffect = new BasicEffect(_renderContext.GraphicsDevice);

                // TODO: use this.Content to load your game content here
                //_models.Add("player", Content.Load<Model>("scientist"));
                _models.Add("BasicBlock", content.Load<Model>("BasicBlock"));
                _models.Add("BackgroundBlock", content.Load<Model>("BackgroundBlock"));
                _models.Add("button", content.Load<Model>("Button"));
                _models.Add("door", content.Load<Model>("Door"));
                _models.Add("switch", content.Load<Model>("ToggleSwitch"));
                _models.Add("MoveableBox", content.Load<Model>("MoveableBox"));
                _models.Add("BlockDropper", content.Load<Model>("BlockDropper"));
                _models.Add("BlockDropper_Empty", content.Load<Model>("BlockDropper_Empty"));
                _models.Add("block", content.Load<Model>("block"));
                _models.Add("Turret", content.Load<Model>("turret"));
                _models.Add("projectile", content.Load<Model>("projectile"));
                _models.Add("ExitBlock", content.Load<Model>("ExitBlock"));
                _models.Add("MovingBlock", content.Load<Model>("MovingBlock"));

                _textures.Add("MoveableBox", content.Load<Texture2D>("WoodPlanks_Color"));
                _textures.Add("BlockDropper", content.Load<Texture2D>("Textures/dropper"));

                // background textures
                _textures.Add("Pipes2", content.Load<Texture2D>("Textures/Pipes2"));
                _textures.Add("Pipes1", content.Load<Texture2D>("Textures/Pipes1"));
                _textures.Add("Vent", content.Load<Texture2D>("Textures/Vent"));
                _textures.Add("Tile_Black", content.Load<Texture2D>("Textures/Tile_Black"));
                _textures.Add("Tile_Gray", content.Load<Texture2D>("Textures/Tile_Gray"));
                _textures.Add("Emcsquare", content.Load<Texture2D>("Textures/Emcsquare"));
                _textures.Add("atom1", content.Load<Texture2D>("Textures/atom1"));
                _textures.Add("atom2", content.Load<Texture2D>("Textures/atom2"));
                _textures.Add("Tile_Gray_Stain", content.Load<Texture2D>("Textures/Tile_Gray_Stain"));
                _textures.Add("Tile_Gray_Stain1", content.Load<Texture2D>("Textures/Tile_Gray_Stain1"));
                _textures.Add("Tile_Gray_Stain2", content.Load<Texture2D>("Textures/Tile_Gray_Stain2"));
                _textures.Add("Tile_Gray_Stain3", content.Load<Texture2D>("Textures/Tile_Gray_Stain3"));
                _textures.Add("Einstien", content.Load<Texture2D>("Textures/Einstien"));
                _textures.Add("chalkboard1", content.Load<Texture2D>("Textures/chalkboard1"));
                _textures.Add("chalkboard2", content.Load<Texture2D>("Textures/chalkboard2"));
                _textures.Add("chalkboard3", content.Load<Texture2D>("Textures/chalkboard3"));
                _textures.Add("chalkboard4", content.Load<Texture2D>("Textures/chalkboard4"));

                _textures.Add("Tile_White", content.Load<Texture2D>("Textures/Tile_White"));
                _textures.Add("Tile_Fun", content.Load<Texture2D>("Textures/Tile_Fun"));
                _textures.Add("Exit", content.Load<Texture2D>("Textures/EXIT"));
                _textures.Add("Complete", content.Load<Texture2D>("Textures/Complete"));
                _textures.Add("GameOver", content.Load<Texture2D>("Textures/GameOver"));
                _textures.Add("Arrow", content.Load<Texture2D>("Textures/Arrow"));
                _textures.Add("A_Button", content.Load<Texture2D>("Textures/Controller/A_Button"));
                _textures.Add("B_Button", content.Load<Texture2D>("Textures/Controller/B_Button"));
                _textures.Add("X_Button", content.Load<Texture2D>("Textures/Controller/X_Button"));
                _textures.Add("Y_Button", content.Load<Texture2D>("Textures/Controller/Y_Button"));
                _textures.Add("Back_Button", content.Load<Texture2D>("Textures/Controller/Back_Button"));
                _textures.Add("Start_Button", content.Load<Texture2D>("Textures/Controller/Start_Button"));
                //_textures.Add("Left_Button", content.Load<Texture2D>("Textures/Controller/Left_Button"));
                _textures.Add("Right_Button", content.Load<Texture2D>("Textures/Controller/Right_Button"));
                _textures.Add("DPad", content.Load<Texture2D>("Textures/Controller/DPad"));
                _textures.Add("Left_DPad", content.Load<Texture2D>("Textures/Controller/Left_DPad"));
                _textures.Add("Right_DPad", content.Load<Texture2D>("Textures/Controller/Right_DPad"));
                _textures.Add("Up_DPad", content.Load<Texture2D>("Textures/Controller/Up_DPad"));
                _textures.Add("Down_DPad", content.Load<Texture2D>("Textures/Controller/Down_DPad"));
                _textures.Add("UpDown_DPad", content.Load<Texture2D>("Textures/Controller/UpDown_DPad"));
                _textures.Add("LeftRight_DPad", content.Load<Texture2D>("Textures/Controller/LeftRight_DPad"));
                _textures.Add("Left_Stick", content.Load<Texture2D>("Textures/Controller/Left_Stick"));
                _textures.Add("Right_Stick", content.Load<Texture2D>("Textures/Controller/Right_Stick"));
                _textures.Add("Right_Trigger", content.Load<Texture2D>("Textures/Controller/Right_Trigger"));
                _textures.Add("LeftRight_Trigger", content.Load<Texture2D>("Textures/Controller/LeftRight_Trigger"));
                _textures.Add("Gear", content.Load<Texture2D>("Textures/UI/GearTest"));
                _textures.Add("LaserRed", content.Load<Texture2D>("Textures/UI/LaserRed"));
                _textures.Add("LaserOrange", content.Load<Texture2D>("Textures/UI/LaserOrange"));
                _textures.Add("LaserGreen", content.Load<Texture2D>("Textures/UI/LaserGreen"));
                _textures.Add("LightGreen", content.Load<Texture2D>("Textures/UI/LightBulbGreen"));
                _textures.Add("LightYellow", content.Load<Texture2D>("Textures/UI/LightBulbYellow"));
                _textures.Add("LightRed", content.Load<Texture2D>("Textures/UI/LightBulbRed"));
                _textures.Add("Gear2", content.Load<Texture2D>("Textures/UI/GearTestV2"));
                _textures.Add("GearHealthBar", content.Load<Texture2D>("Textures/UI/HealthBar"));
                _textures.Add("MessageBackground", content.Load<Texture2D>("Textures/message_background"));
                _textures.Add("PlayerPortrait", content.Load<Texture2D>("Textures/UI/PlayerPortrait"));
               //// _textures.Add("Explosion", content.Load<Texture2D>("Texture/explosion"));
                _renderContext.Textures = _textures;

                //Loads sound references
                _sounds.Add("BoxDrop", content.Load<SoundEffect>("Sounds/BoxDrop"));
                _sounds.Add("BoxPickup", content.Load<SoundEffect>("Sounds/BoxPickup"));
                _sounds.Add("Button", content.Load<SoundEffect>("Sounds/Button"));
                _sounds.Add("DoombaLoop", content.Load<SoundEffect>("Sounds/DoombaLoop"));
                _sounds.Add("Jump", content.Load<SoundEffect>("Sounds/Jump"));
                _sounds.Add("Land", content.Load<SoundEffect>("Sounds/Land"));
                _sounds.Add("LaserShoot", content.Load<SoundEffect>("Sounds/LaserShoot"));
                _sounds.Add("LaserWhirLoop", content.Load<SoundEffect>("Sounds/LaserWhirLoop"));
                _sounds.Add("PlayerHit", content.Load<SoundEffect>("Sounds/PlayerHit"));
                _sounds.Add("ToggleSwitch", content.Load<SoundEffect>("Sounds/ToggleSwitch"));
                _sounds.Add("Type", content.Load<SoundEffect>("Sounds/Type"));

                _renderContext.Sounds = _sounds;

                // Loading shaders
                healthState = content.Load<Effect>("Shaders/HealthPixel");
                //loads the basic level
                basicLevel = LevelBuilder.MakeBasicLevel(levelData.currentlevelNum, _renderContext);
                basicLevel.setBackgroundBuffer(_renderContext); //Matt: need to do this now to draw background properly

                CurrentLevel = basicLevel; //we can handle this through render context eventually.
                basicLevel.LoadContent(content);

                player = new Character(basicLevel.PlayerPoint.X, basicLevel.PlayerPoint.Y);
                player.LoadContent(content);
                _renderContext.Player = player;
                _camera.setFollowTarget(player);
                player.TransAccel = new Vector3(0, -GameConstants.SINGLE_CELL_SIZE * 9, 0);
                font = content.Load<SpriteFont>("Verdana");
                _renderContext.Level = basicLevel;
                _renderContext.SpriteFont = font;
                _renderContext.MessageFont = content.Load<SpriteFont>("MessageFont");
                basicLevel.PopulateTypeList(_renderContext);

                _renderContext.Level.collidableObjects.Add(player); // Adding player to list of collidable objects - Steven

                // Single color texture for minimap rendering
                dummyTexture = new Texture2D(_renderContext.GraphicsDevice, 1, 1);
                dummyTexture.SetData(new Color[] { Color.White * 0.8f});

                _timer = new GameTimer(_renderContext);
                _renderContext.GameTimer = _timer;

                //load fps count content
                fpsCount.LoadContent(content);

                //load music
                levelMusic = content.Load<SoundEffect>("Songs/MusicInGameLoop");
                MusicPlayer.SetVolume(1f);
                MusicPlayer.PlaySong(levelMusic);

                Quadtree _quadtree = new Quadtree(0, _renderContext.Level.Hitbox);
                _renderContext.Quadtree = _quadtree;

                // if game takes long to load. Simulate load by delaying for a
                // while, giving you a chance to admire the beautiful loading screen.
                Thread.Sleep(500);
                // once the load has finished, we use ResetElapsedTime to tell the game's
                // timing mechanism that we have just finished a very long frame, and that
                // it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();
            }
        }
Beispiel #2
0
        /*
        * Splits the node into 4 subnodes
        */
        private void split()
        {
            int subWidth = (int)(bounds.Width / 2);
            int subHeight = (int)(bounds.Height / 2);
            int x = (int)bounds.X;
            int y = (int)bounds.Y;

            nodes[0] = new Quadtree(level+1, new Rectangle(x + subWidth, y, subWidth, subHeight));
            nodes[1] = new Quadtree(level+1, new Rectangle(x, y, subWidth, subHeight));
            nodes[2] = new Quadtree(level+1, new Rectangle(x, y + subHeight, subWidth, subHeight));
            nodes[3] = new Quadtree(level+1, new Rectangle(x + subWidth, y + subHeight, subWidth, subHeight));
        }