GetCue() public method

public GetCue ( string name ) : Cue
name string
return Cue
        public static void Initialize()
        {
            audioEngine = new AudioEngine(@"Content\audio\AudioProject.xgs");
            soundBank = new SoundBank(audioEngine, @"Content\audio\SoundBank.xsb");
            waveBank = new WaveBank(audioEngine, @"Content\audio\WaveBank.xwb");

            soundCategory = audioEngine.GetCategory("Sound");

            moveLoop1 = soundBank.GetCue("move_loop_1");
            moveLoop2 = soundBank.GetCue("move_loop_2");
            moveLoop3 = soundBank.GetCue("move_loop_3");
        }
Beispiel #2
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        public void Initialize()
        {
            audioEngine = new AudioEngine(@"Content\Audio\FoodFightNow.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\GameMusic.xsb");

            _GameOver = soundBank.GetCue("GameOver");
            _Background = soundBank.GetCue("Background");
            _Background.Play();
            _EndPlay = false;
            _NextLevel = soundBank.GetCue("NextLevel");
            _NextLevelSound = false;
            _Victory = soundBank.GetCue("Victory");
            _VictorySound = false;
        }
Beispiel #3
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        public FieldPong()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);

            graphics.PreferredBackBufferWidth = 1024;
            graphics.PreferredBackBufferHeight = 768;
            graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;
            graphics.SynchronizeWithVerticalRetrace = true;

            physicsSimulator = new PhysicsSimulator(new Vector2(0));
            physicsSimulator.AllowedPenetration = 0.3f;
            physicsSimulator.BiasFactor = 1.0f;
            Services.AddService(typeof(PhysicsSimulator), physicsSimulator);

            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            bloomProcessor = new BloomPostProcessor(this);
            Components.Add(bloomProcessor);

            // Uncomment this to monitor the FPS:

            //fpsCounter = new FrameRateCounter(this);
            //Components.Add(fpsCounter);

            audioEngine = new AudioEngine("Content\\Audio\\FieldPongAudio.xgs");
            waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb");

            backgroundMusic = soundBank.GetCue("GameSong0010 16 Bit");
            backgroundMusic.Play();
        }
        public AudioManager(MyGame game)
            : base(game)
        {
            myGame = game;
            events = new List<Event>();
            game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE,
                MyEvent.G_NextLevel, MyEvent.G_GameOver,MyEvent.M_HIT);

            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            trackCue =  soundBank.GetCue("Cowboy");
            levelCompleteCue = soundBank.GetCue("LevelComplete");
            trackCue.Play();
            trackCue.Pause();
        }
Beispiel #5
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		public DefenderMusic( SoundBank sounds, AudioEngine engine ) {
			mSounds = sounds;
			mEngine = engine;
			mMusic = sounds.GetCue( "stage_music" );
			mMusicName = mMusic.Name;
			mVolume = 1.0f;
			mMusic.Play();
		}
        public EffectPlayer(AudioEngine audioEngine, TowerAudioEngine tae)
        {
            this.towerAudioEngine = tae;
            this.audioEngine = audioEngine;

            soundBank = new SoundBank(audioEngine, "Content/Effect Sound.xsb");

            App.Instance.Model.AddPlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnAddPlayer);
            App.Instance.Model.RemovePlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnRemovePlayer);
            App.Instance.Model.NewEnemy += new EventHandler<SurfaceTower.Model.EventArguments.EnemyArgs>(OnNewEnemy);
            App.Instance.Model.Tower.ZeroHealth += new EventHandler(Tower_ZeroHealth);

            heartbeatCue = soundBank.GetCue("Hearbeat");
            introCue = soundBank.GetCue("Intro");
            introCue.Play();
            firstPlayerHasJoined = false;
        }
Beispiel #7
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        public XactBgm(SoundBank soundBank, WaveBank waveBank, string cueName)
        {
            sb = soundBank;
            wb = waveBank ;

            this.cueName = cueName;

            cue = sb.GetCue(cueName);
        }
Beispiel #8
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 public Music(SoundBank sounds, AudioEngine engine)
 {
     this.sounds = sounds;
     this.engine = engine;
     music = sounds.GetCue("stage_music");
     musicName = music.Name;
     volume = 1.0f;
     music.Play();
 }
        internal void LoadContent()
        {
            //Loads the audioengine, wavebank and soundbank
            engine = new AudioEngine(@"Content/Audio/GameAudio.xgs");
            sound = new SoundBank(engine, @"Content/Audio/Sound Bank.xsb");
            wave = new WaveBank(engine, @"Content/Audio/Wave Bank.xwb");

            trackCue = sound.GetCue(songTitle);
            trackCue.Play();
        }
Beispiel #10
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        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            audioEngine = new AudioEngine("Content/test.xgs");
            soundBank = new SoundBank(audioEngine,"Content/Sound Bank.xsb");
            waveBank = new WaveBank(audioEngine,"Content/Wave Bank.xwb");

            soundBank.GetCue("ak47").Play();
        }
Beispiel #11
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 private SoundManager()
 {
     _audioEngine = new AudioEngine("Content/Sounds/TetrisGame.xgs");
     _waveBank = new WaveBank(_audioEngine, "Content/Sounds/WaveBank.xwb");
     _soundBank = new SoundBank(_audioEngine, "Content/Sounds/SoundBank.xsb");
     _audioEngine.Update();
     _currentMusic = _soundBank.GetCue("m_Silence");
     _currentMusic.Stop(AudioStopOptions.Immediate);
     _currentSounds = new Cue[20];
     SetMusicVolume(100);
     SetSoundVolume(100);
 }
        public void LoadContent()
        {
            engine = new AudioEngine("Content\\Audio\\ButterflyAudio.xgs");
            waveBank = new WaveBank(engine, "Content\\Audio\\Waves.xwb");
            soundBank = new SoundBank(engine, "Content\\Audio\\Sounds.xsb");
            BackgroundMusic = soundBank.GetCue("478503_PlayfulStrollJoyfulOboeMorganCut");
            Birdsong = soundBank.GetCue("157536__juskiddink__woodland-birdsong-june");

            BackgroundMusic.Play();
            Birdsong.Play();

            Butterfly.ButterflyTextures = new Texture2D[Enum.GetNames(typeof(Butterfly.ButterflyColors)).Length];
            for (int i = 0; i < Butterfly.ButterflyTextures.Length; i++)
            {
                Butterfly.ButterflyTextures[i] = SingleColorTextureCreator.Create(myGame.GraphicsDevice, 256, 256, (Butterfly.ButterflyColors)(i));
            }
            player.LoadContent(content);
            currentLevel.LoadContent(content, myGame.GraphicsDevice.Viewport);

            //debug code
            sb = myGame.Services.GetService(typeof(SpriteBatch)) as SpriteBatch;
        }
        public override void Initialize()
        {
            audioEngine = new AudioEngine("Content\\InvadersAudio.xgs");
            waveBank = new WaveBank(audioEngine, "Content\\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb");

            if (gameSong == null)
            {
                gameSong = soundBank.GetCue("in game");

            }

            if (menuSong == null)
            {
                menuSong = soundBank.GetCue("Menu");

            }

            if (deathSong == null)
            {
                deathSong = soundBank.GetCue("Death");
            }
        }
Beispiel #14
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        public override void Initialize()
        {
            base.Initialize();

            m_AudioEngine = new AudioEngine(@"Content\Audio\GameSounds.xgs");
            m_WaveBank = new WaveBank(m_AudioEngine, @"Content\Audio\Wave Bank.xwb");
            m_SoundBank = new SoundBank(m_AudioEngine, @"Content\Audio\Sound Bank.xsb");
            m_MusicCategory = m_AudioEngine.GetCategory("Music");
            m_EffectsCategory = m_AudioEngine.GetCategory("Default");
            // r_Factory.SetSoundBank(m_SoundBank);

            m_Music = m_SoundBank.GetCue("BGMusic");

            m_Music.Play();
        }
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load the XACT data
            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            // Start the soundtrack audio
            trackCue = soundBank.GetCue("track");
            trackCue.Play();

            // Play the start sound
            soundBank.PlayCue("start");
        }
        public AudioManager()
        {
            engine = new AudioEngine("Content/Sound/XACT Sound File.xgs");
            waves = new WaveBank(engine, "Content/Sound/Wave Bank.xwb");
            sounds = new SoundBank(engine, "Content/Sound/Sound Bank.xsb");

            soundEffectCategory = engine.GetCategory("Sound Effect");
            soundEffectCategory.SetVolume(sfxVolume);

            backgroundMusicCategory = engine.GetCategory("Music");
            backgroundMusicCategory.SetVolume(backgroundVolume);

            //the default gun sound was much too loud, so I created its own category to set the
            //volume for only that sound
            gunshotCategory = engine.GetCategory("Gunshot");
            gunshotCategory.SetVolume(gunshotVolume);

            Cue startSplashMusic = sounds.GetCue("Drum n Bass D Coexistant");
            playFirstBackgroundMusic(startSplashMusic);
        }
Beispiel #17
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        /// <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()
        {
            base.Initialize();
            Root.DisplayManager.WindowTitle = "Audio Test";
            sceneGraph = new gxtSceneGraph();
            Content.RootDirectory = "Content";
            audioEngine = new AudioEngine("Content\\Audio\\gxt_test_sounds.xgs");
            soundBank = new SoundBank(audioEngine, "Content\\Audio\\gxt_test_sound_bank.xsb");
            waveBank = new WaveBank(audioEngine, "Content\\Audio\\gxt_test_wave_bank.xwb");

            audioEngine.Update();

            Cue cue = soundBank.GetCue("park_1");
            cue.Play();
            if (gxtDebugDrawer.SingletonIsInitialized)
            {
                debugDrawerId = gxtDebugDrawer.Singleton.GetNewId();
                gxtDebugDrawer.Singleton.AddSceneGraph(debugDrawerId, sceneGraph);
                gxtDebugDrawer.Singleton.CurrentSceneId = debugDrawerId;
                //gxtDebugDrawer.Singleton.SetTargetDrawManager(world.DrawManager);
                gxtDebugDrawer.Singleton.DebugFont = Content.Load<SpriteFont>("Fonts\\debug_font");
                //gxtDebugDrawer.Singleton.SetDebugFont(Root);
            }
        }
Beispiel #18
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        public override bool Init()
        {
            clavier = new KeyboardState();
            clavier_prec = Keyboard.GetState();

            spriteBatch = new SpriteBatch(graphics.GraphicsDevice);
            texte = Content.Load<SpriteFont>("Polices/menu");
            image_succes = Content.Load<Texture2D>("Images/BackGround_GAGNER");
            metal_tex = Content.Load<Texture2D>("Images/blanc");

            // Sons et musiques
            Audio = new AudioEngine("Content/Musiques/ambiance.xgs");
            // Chargement des banques
            BanqueSon = new SoundBank(Audio, "Content/Musiques/Sound Bank.xsb");
            BanqueWave = new WaveBank(Audio, "Content/Musiques/Wave Bank.xwb");
            musique_victoire = BanqueSon.GetCue("musique_victoire");
            son_menu_validation = "menu_validation";

            musique_victoire.Play();

            Audio.Update();

            return base.Init();
        }
        public static void LoadSounds(ContentManager content)
        {
            _audioEngine = new AudioEngine(content.RootDirectory + "//BomberbroAudio.xgs");
            _waveBankTheme = new WaveBank(_audioEngine, content.RootDirectory + "//Theme.xwb");
            _soundBankTheme = new SoundBank(_audioEngine, content.RootDirectory + "//Theme.xsb");
            _waveBankSoundEffect = new WaveBank(_audioEngine, content.RootDirectory + "//SoundEffects.xwb");
            _soundBankSoundEffect = new SoundBank(_audioEngine, content.RootDirectory + "//SoundEffect.xsb");

            _currentSong = _soundBankTheme.GetCue("Theme");
            _explosion2 = _soundBankSoundEffect.GetCue("Explosion 2");
            _cancel1 = _soundBankSoundEffect.GetCue("Cancel 1");
            _cancel2 = _soundBankSoundEffect.GetCue("Cancel 2");
            _collision1 = _soundBankSoundEffect.GetCue("Collision 1");
            _collision2 = _soundBankSoundEffect.GetCue("Collision 2");
            _completeDead = _soundBankSoundEffect.GetCue("Complete-Dead");
            _explosion1 = _soundBankSoundEffect.GetCue("Explosion 1");
            _hit = _soundBankSoundEffect.GetCue("Hit");
            _marioCoin = _soundBankSoundEffect.GetCue("Mario Coin");
            _randomMelody1 = _soundBankSoundEffect.GetCue("Random Melody 1");
            _randomMelody2 = _soundBankSoundEffect.GetCue("Random Melody 2");
            _sfx1 = _soundBankSoundEffect.GetCue("SFX1");
            _thumbMove1 = _soundBankSoundEffect.GetCue("ThumbMove 1");

            MusicVolume = 0.5f;
            MusicPitch = 0.5f;
            _audioEngine.GetCategory("Music").SetVolume(_musicVolume);
            _currentSong.SetVariable("Pitch", _musicPitch);
        }
Beispiel #20
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        protected override void LoadContent()
        {
            AudioEngine = new AudioEngine(@"Content\audio\GameAudio.xgs");
            WaveBank = new WaveBank(AudioEngine, @"Content\audio\Wave Bank.xwb");
            SoundBank = new SoundBank(AudioEngine, @"Content\audio\Sound Bank.xsb");

            var w = new WorldGrid();
            BasicManager.AddBasic(w);

            var p = new PlayerModel{Position = new Vector3(0,0,0)};
            BasicManager.AddBasic(p);

            var e = new SimpleEnemy {Position = new Vector3(-10, 2, 10)};
            BasicManager.AddBasic(e);

            Camera.Following = p;

            TrackCue = SoundBank.GetCue("music");
            TrackCue.Play();
            StateManager.StupidLoadContent();
        }
Beispiel #21
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        /// <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);

            crosshairTexture = Content.Load<Texture2D>(@"textures\spaceship_cockpit");
            powerUpFont = Content.Load<SpriteFont>(@"fonts\PowerUpFont");
            //Load sound
            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
            trackCue = soundBank.GetCue("Tracks");
            trackCue.Play();

            //load score font
            scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont");

            // TODO: use this.Content to load your game content here
        }
        /// <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);
            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
            trackCue1 = soundBank.GetCue("track");
            trackCue = soundBank.GetCue("start");
            trackCue.Play();
            trackCue1.Play();

            //saviour = Content.Load<Texture2D>(@"Images\saviour");

            // TODO: use this.Content to load your game content here
        }
Beispiel #23
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 protected override void LoadContent()
 {
     try
     {
         engine = new AudioEngine(@"Content\TerrariaMusic.xgs");
         soundBank = new Microsoft.Xna.Framework.Audio.SoundBank(engine, @"Content\Sound Bank.xsb");
         waveBank = new Microsoft.Xna.Framework.Audio.WaveBank(engine, @"Content\Wave Bank.xwb");
         for (int num = 1; num < 14; num++)
         {
             music[num] = soundBank.GetCue("Music_" + num);
         }
         soundMech[0] = base.Content.Load<SoundEffect>(@"Sounds\Mech_0");
         soundInstanceMech[0] = soundMech[0].CreateInstance();
         soundGrab = base.Content.Load<SoundEffect>(@"Sounds\Grab");
         soundInstanceGrab = soundGrab.CreateInstance();
         soundPixie = base.Content.Load<SoundEffect>(@"Sounds\Pixie");
         soundInstancePixie = soundGrab.CreateInstance();
         soundDig[0] = base.Content.Load<SoundEffect>(@"Sounds\Dig_0");
         soundInstanceDig[0] = soundDig[0].CreateInstance();
         soundDig[1] = base.Content.Load<SoundEffect>(@"Sounds\Dig_1");
         soundInstanceDig[1] = soundDig[1].CreateInstance();
         soundDig[2] = base.Content.Load<SoundEffect>(@"Sounds\Dig_2");
         soundInstanceDig[2] = soundDig[2].CreateInstance();
         soundTink[0] = base.Content.Load<SoundEffect>(@"Sounds\Tink_0");
         soundInstanceTink[0] = soundTink[0].CreateInstance();
         soundTink[1] = base.Content.Load<SoundEffect>(@"Sounds\Tink_1");
         soundInstanceTink[1] = soundTink[1].CreateInstance();
         soundTink[2] = base.Content.Load<SoundEffect>(@"Sounds\Tink_2");
         soundInstanceTink[2] = soundTink[2].CreateInstance();
         soundPlayerHit[0] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_0");
         soundInstancePlayerHit[0] = soundPlayerHit[0].CreateInstance();
         soundPlayerHit[1] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_1");
         soundInstancePlayerHit[1] = soundPlayerHit[1].CreateInstance();
         soundPlayerHit[2] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_2");
         soundInstancePlayerHit[2] = soundPlayerHit[2].CreateInstance();
         soundFemaleHit[0] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_0");
         soundInstanceFemaleHit[0] = soundFemaleHit[0].CreateInstance();
         soundFemaleHit[1] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_1");
         soundInstanceFemaleHit[1] = soundFemaleHit[1].CreateInstance();
         soundFemaleHit[2] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_2");
         soundInstanceFemaleHit[2] = soundFemaleHit[2].CreateInstance();
         soundPlayerKilled = base.Content.Load<SoundEffect>(@"Sounds\Player_Killed");
         soundInstancePlayerKilled = soundPlayerKilled.CreateInstance();
         soundChat = base.Content.Load<SoundEffect>(@"Sounds\Chat");
         soundInstanceChat = soundChat.CreateInstance();
         soundGrass = base.Content.Load<SoundEffect>(@"Sounds\Grass");
         soundInstanceGrass = soundGrass.CreateInstance();
         soundDoorOpen = base.Content.Load<SoundEffect>(@"Sounds\Door_Opened");
         soundInstanceDoorOpen = soundDoorOpen.CreateInstance();
         soundDoorClosed = base.Content.Load<SoundEffect>(@"Sounds\Door_Closed");
         soundInstanceDoorClosed = soundDoorClosed.CreateInstance();
         soundMenuTick = base.Content.Load<SoundEffect>(@"Sounds\Menu_Tick");
         soundInstanceMenuTick = soundMenuTick.CreateInstance();
         soundMenuOpen = base.Content.Load<SoundEffect>(@"Sounds\Menu_Open");
         soundInstanceMenuOpen = soundMenuOpen.CreateInstance();
         soundMenuClose = base.Content.Load<SoundEffect>(@"Sounds\Menu_Close");
         soundInstanceMenuClose = soundMenuClose.CreateInstance();
         soundShatter = base.Content.Load<SoundEffect>(@"Sounds\Shatter");
         soundInstanceShatter = soundShatter.CreateInstance();
         soundZombie[0] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_0");
         soundInstanceZombie[0] = soundZombie[0].CreateInstance();
         soundZombie[1] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_1");
         soundInstanceZombie[1] = soundZombie[1].CreateInstance();
         soundZombie[2] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_2");
         soundInstanceZombie[2] = soundZombie[2].CreateInstance();
         soundZombie[3] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_3");
         soundInstanceZombie[3] = soundZombie[3].CreateInstance();
         soundZombie[4] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_4");
         soundInstanceZombie[4] = soundZombie[4].CreateInstance();
         soundRoar[0] = base.Content.Load<SoundEffect>(@"Sounds\Roar_0");
         soundInstanceRoar[0] = soundRoar[0].CreateInstance();
         soundRoar[1] = base.Content.Load<SoundEffect>(@"Sounds\Roar_1");
         soundInstanceRoar[1] = soundRoar[1].CreateInstance();
         soundSplash[0] = base.Content.Load<SoundEffect>(@"Sounds\Splash_0");
         soundInstanceSplash[0] = soundRoar[0].CreateInstance();
         soundSplash[1] = base.Content.Load<SoundEffect>(@"Sounds\Splash_1");
         soundInstanceSplash[1] = soundSplash[1].CreateInstance();
         soundDoubleJump = base.Content.Load<SoundEffect>(@"Sounds\Double_Jump");
         soundInstanceDoubleJump = soundRoar[0].CreateInstance();
         soundRun = base.Content.Load<SoundEffect>(@"Sounds\Run");
         soundInstanceRun = soundRun.CreateInstance();
         soundCoins = base.Content.Load<SoundEffect>(@"Sounds\Coins");
         soundInstanceCoins = soundCoins.CreateInstance();
         soundUnlock = base.Content.Load<SoundEffect>(@"Sounds\Unlock");
         soundInstanceUnlock = soundUnlock.CreateInstance();
         soundMaxMana = base.Content.Load<SoundEffect>(@"Sounds\MaxMana");
         soundInstanceMaxMana = soundMaxMana.CreateInstance();
         soundDrown = base.Content.Load<SoundEffect>(@"Sounds\Drown");
         soundInstanceDrown = soundDrown.CreateInstance();
         for (int num2 = 1; num2 < 0x26; num2++)
         {
             soundItem[num2] = base.Content.Load<SoundEffect>(@"Sounds\Item_" + num2);
             soundInstanceItem[num2] = soundItem[num2].CreateInstance();
         }
         for (int num3 = 1; num3 < 12; num3++)
         {
             soundNPCHit[num3] = base.Content.Load<SoundEffect>(@"Sounds\NPC_Hit_" + num3);
             soundInstanceNPCHit[num3] = soundNPCHit[num3].CreateInstance();
         }
         for (int num4 = 1; num4 < 0x10; num4++)
         {
             soundNPCKilled[num4] = base.Content.Load<SoundEffect>(@"Sounds\NPC_Killed_" + num4);
             soundInstanceNPCKilled[num4] = soundNPCKilled[num4].CreateInstance();
         }
     }
     catch
     {
         musicVolume = 0f;
         soundVolume = 0f;
     }
     reforgeTexture = base.Content.Load<Texture2D>(@"Images\Reforge");
     timerTexture = base.Content.Load<Texture2D>(@"Images\Timer");
     wofTexture = base.Content.Load<Texture2D>(@"Images\WallOfFlesh");
     wallOutlineTexture = base.Content.Load<Texture2D>(@"Images\Wall_Outline");
     raTexture = base.Content.Load<Texture2D>(@"Images\ra-logo");
     reTexture = base.Content.Load<Texture2D>(@"Images\re-logo");
     splashTexture = base.Content.Load<Texture2D>(@"Images\splash");
     fadeTexture = base.Content.Load<Texture2D>(@"Images\fade-out");
     ghostTexture = base.Content.Load<Texture2D>(@"Images\Ghost");
     evilCactusTexture = base.Content.Load<Texture2D>(@"Images\Evil_Cactus");
     goodCactusTexture = base.Content.Load<Texture2D>(@"Images\Good_Cactus");
     wraithEyeTexture = base.Content.Load<Texture2D>(@"Images\Wraith_Eyes");
     MusicBoxTexture = base.Content.Load<Texture2D>(@"Images\Music_Box");
     wingsTexture[1] = base.Content.Load<Texture2D>(@"Images\Wings_1");
     wingsTexture[2] = base.Content.Load<Texture2D>(@"Images\Wings_2");
     destTexture[0] = base.Content.Load<Texture2D>(@"Images\Dest1");
     destTexture[1] = base.Content.Load<Texture2D>(@"Images\Dest2");
     destTexture[2] = base.Content.Load<Texture2D>(@"Images\Dest3");
     wireTexture = base.Content.Load<Texture2D>(@"Images\Wires");
     loTexture = base.Content.Load<Texture2D>(@"Images\logo_" + rand.Next(1, 7));
     this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
     for (int i = 1; i < 2; i++)
     {
         bannerTexture[i] = base.Content.Load<Texture2D>(@"Images\House_Banner_" + i);
     }
     for (int j = 0; j < 12; j++)
     {
         npcHeadTexture[j] = base.Content.Load<Texture2D>(@"Images\NPC_Head_" + j);
     }
     for (int k = 0; k < maxTileSets; k++)    //CHANGED: orig 150
     {
         tileTexture[k] = base.Content.Load<Texture2D>(@"Images\Tiles_" + k);
     }
     for (int m = 1; m < 0x20; m++)
     {
         wallTexture[m] = base.Content.Load<Texture2D>(@"Images\Wall_" + m);
     }
     for (int n = 1; n < 40; n++)
     {
         buffTexture[n] = base.Content.Load<Texture2D>(@"Images\Buff_" + n);
     }
     for (int num10 = 0; num10 < 0x20; num10++)
     {
         backgroundTexture[num10] = base.Content.Load<Texture2D>(@"Images\Background_" + num10);
         backgroundWidth[num10] = backgroundTexture[num10].Width;
         backgroundHeight[num10] = backgroundTexture[num10].Height;
     }
     for (int num11 = 0; num11 < maxItemTypes; num11++) //CHANGED, orig 0x25b
     {
         itemTexture[num11] = base.Content.Load<Texture2D>(@"Images\Item_" + num11);
     }
     for (int num12 = 0; num12 < 0x93; num12++)
     {
         npcTexture[num12] = base.Content.Load<Texture2D>(@"Images\NPC_" + num12);
     }
     for (int num13 = 0; num13 < 0x93; num13++)
     {
         NPC npc = new NPC();
         npc.SetDefaults(num13, -1f);
         npcName[num13] = npc.name;
     }
     for (int num14 = 0; num14 < 0x6f; num14++)
     {
         projectileTexture[num14] = base.Content.Load<Texture2D>(@"Images\Projectile_" + num14);
     }
     for (int num15 = 1; num15 < 160; num15++)
     {
         goreTexture[num15] = base.Content.Load<Texture2D>(@"Images\Gore_" + num15);
     }
     for (int num16 = 0; num16 < 4; num16++)
     {
         cloudTexture[num16] = base.Content.Load<Texture2D>(@"Images\Cloud_" + num16);
     }
     for (int num17 = 0; num17 < 5; num17++)
     {
         starTexture[num17] = base.Content.Load<Texture2D>(@"Images\Star_" + num17);
     }
     for (int num18 = 0; num18 < 2; num18++)
     {
         liquidTexture[num18] = base.Content.Load<Texture2D>(@"Images\Liquid_" + num18);
     }
     npcToggleTexture[0] = base.Content.Load<Texture2D>(@"Images\House_1");
     npcToggleTexture[1] = base.Content.Load<Texture2D>(@"Images\House_2");
     HBLockTexture[0] = base.Content.Load<Texture2D>(@"Images\Lock_0");
     HBLockTexture[1] = base.Content.Load<Texture2D>(@"Images\Lock_1");
     gridTexture = base.Content.Load<Texture2D>(@"Images\Grid");
     trashTexture = base.Content.Load<Texture2D>(@"Images\Trash");
     cdTexture = base.Content.Load<Texture2D>(@"Images\CoolDown");
     logoTexture = base.Content.Load<Texture2D>(@"Images\Logo");
     logo2Texture = base.Content.Load<Texture2D>(@"Images\Logo2");
     logo3Texture = base.Content.Load<Texture2D>(@"Images\Logo3");
     dustTexture = base.Content.Load<Texture2D>(@"Images\Dust");
     sunTexture = base.Content.Load<Texture2D>(@"Images\Sun");
     sun2Texture = base.Content.Load<Texture2D>(@"Images\Sun2");
     moonTexture = base.Content.Load<Texture2D>(@"Images\Moon");
     blackTileTexture = base.Content.Load<Texture2D>(@"Images\Black_Tile");
     heartTexture = base.Content.Load<Texture2D>(@"Images\Heart");
     bubbleTexture = base.Content.Load<Texture2D>(@"Images\Bubble");
     manaTexture = base.Content.Load<Texture2D>(@"Images\Mana");
     cursorTexture = base.Content.Load<Texture2D>(@"Images\Cursor");
     ninjaTexture = base.Content.Load<Texture2D>(@"Images\Ninja");
     antLionTexture = base.Content.Load<Texture2D>(@"Images\AntlionBody");
     spikeBaseTexture = base.Content.Load<Texture2D>(@"Images\Spike_Base");
     treeTopTexture[0] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_0");
     treeBranchTexture[0] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_0");
     treeTopTexture[1] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_1");
     treeBranchTexture[1] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_1");
     treeTopTexture[2] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_2");
     treeBranchTexture[2] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_2");
     treeTopTexture[3] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_3");
     treeBranchTexture[3] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_3");
     treeTopTexture[4] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_4");
     treeBranchTexture[4] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_4");
     shroomCapTexture = base.Content.Load<Texture2D>(@"Images\Shroom_Tops");
     inventoryBackTexture = base.Content.Load<Texture2D>(@"Images\Inventory_Back");
     inventoryBack2Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back2");
     inventoryBack3Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back3");
     inventoryBack4Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back4");
     inventoryBack5Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back5");
     inventoryBack6Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back6");
     inventoryBack7Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back7");
     inventoryBack8Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back8");
     inventoryBack9Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back9");
     inventoryBack10Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back10");
     inventoryBack11Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back11");
     textBackTexture = base.Content.Load<Texture2D>(@"Images\Text_Back");
     chatTexture = base.Content.Load<Texture2D>(@"Images\Chat");
     chat2Texture = base.Content.Load<Texture2D>(@"Images\Chat2");
     chatBackTexture = base.Content.Load<Texture2D>(@"Images\Chat_Back");
     teamTexture = base.Content.Load<Texture2D>(@"Images\Team");
     for (int num19 = 1; num19 < 0x1a; num19++)
     {
         femaleBodyTexture[num19] = base.Content.Load<Texture2D>(@"Images\Female_Body_" + num19);
         armorBodyTexture[num19] = base.Content.Load<Texture2D>(@"Images\Armor_Body_" + num19);
         armorArmTexture[num19] = base.Content.Load<Texture2D>(@"Images\Armor_Arm_" + num19);
     }
     for (int num20 = 1; num20 < 0x2d; num20++)
     {
         armorHeadTexture[num20] = base.Content.Load<Texture2D>(@"Images\Armor_Head_" + num20);
     }
     for (int num21 = 1; num21 < 0x19; num21++)
     {
         armorLegTexture[num21] = base.Content.Load<Texture2D>(@"Images\Armor_Legs_" + num21);
     }
     for (int num22 = 0; num22 < 0x24; num22++)
     {
         playerHairTexture[num22] = base.Content.Load<Texture2D>(@"Images\Player_Hair_" + (num22 + 1));
         playerHairAltTexture[num22] = base.Content.Load<Texture2D>(@"Images\Player_HairAlt_" + (num22 + 1));
     }
     skinBodyTexture = base.Content.Load<Texture2D>(@"Images\Skin_Body");
     skinLegsTexture = base.Content.Load<Texture2D>(@"Images\Skin_Legs");
     playerEyeWhitesTexture = base.Content.Load<Texture2D>(@"Images\Player_Eye_Whites");
     playerEyesTexture = base.Content.Load<Texture2D>(@"Images\Player_Eyes");
     playerHandsTexture = base.Content.Load<Texture2D>(@"Images\Player_Hands");
     playerHands2Texture = base.Content.Load<Texture2D>(@"Images\Player_Hands2");
     playerHeadTexture = base.Content.Load<Texture2D>(@"Images\Player_Head");
     playerPantsTexture = base.Content.Load<Texture2D>(@"Images\Player_Pants");
     playerShirtTexture = base.Content.Load<Texture2D>(@"Images\Player_Shirt");
     playerShoesTexture = base.Content.Load<Texture2D>(@"Images\Player_Shoes");
     playerUnderShirtTexture = base.Content.Load<Texture2D>(@"Images\Player_Undershirt");
     playerUnderShirt2Texture = base.Content.Load<Texture2D>(@"Images\Player_Undershirt2");
     femalePantsTexture = base.Content.Load<Texture2D>(@"Images\Female_Pants");
     femaleShirtTexture = base.Content.Load<Texture2D>(@"Images\Female_Shirt");
     femaleShoesTexture = base.Content.Load<Texture2D>(@"Images\Female_Shoes");
     femaleUnderShirtTexture = base.Content.Load<Texture2D>(@"Images\Female_Undershirt");
     femaleUnderShirt2Texture = base.Content.Load<Texture2D>(@"Images\Female_Undershirt2");
     femaleShirt2Texture = base.Content.Load<Texture2D>(@"Images\Female_Shirt2");
     chaosTexture = base.Content.Load<Texture2D>(@"Images\Chaos");
     EyeLaserTexture = base.Content.Load<Texture2D>(@"Images\Eye_Laser");
     BoneEyesTexture = base.Content.Load<Texture2D>(@"Images\Bone_eyes");
     BoneLaserTexture = base.Content.Load<Texture2D>(@"Images\Bone_Laser");
     lightDiscTexture = base.Content.Load<Texture2D>(@"Images\Light_Disc");
     confuseTexture = base.Content.Load<Texture2D>(@"Images\Confuse");
     probeTexture = base.Content.Load<Texture2D>(@"Images\Probe");
     chainTexture = base.Content.Load<Texture2D>(@"Images\Chain");
     chain2Texture = base.Content.Load<Texture2D>(@"Images\Chain2");
     chain3Texture = base.Content.Load<Texture2D>(@"Images\Chain3");
     chain4Texture = base.Content.Load<Texture2D>(@"Images\Chain4");
     chain5Texture = base.Content.Load<Texture2D>(@"Images\Chain5");
     chain6Texture = base.Content.Load<Texture2D>(@"Images\Chain6");
     chain7Texture = base.Content.Load<Texture2D>(@"Images\Chain7");
     chain8Texture = base.Content.Load<Texture2D>(@"Images\Chain8");
     chain9Texture = base.Content.Load<Texture2D>(@"Images\Chain9");
     chain10Texture = base.Content.Load<Texture2D>(@"Images\Chain10");
     chain11Texture = base.Content.Load<Texture2D>(@"Images\Chain11");
     chain12Texture = base.Content.Load<Texture2D>(@"Images\Chain12");
     boneArmTexture = base.Content.Load<Texture2D>(@"Images\Arm_Bone");
     boneArm2Texture = base.Content.Load<Texture2D>(@"Images\Arm_Bone_2");
     fontItemStack = base.Content.Load<SpriteFont>(@"Fonts\Item_Stack");
     fontMouseText = base.Content.Load<SpriteFont>(@"Fonts\Mouse_Text");
     fontDeathText = base.Content.Load<SpriteFont>(@"Fonts\Death_Text");
     fontCombatText[0] = base.Content.Load<SpriteFont>(@"Fonts\Combat_Text");
     fontCombatText[1] = base.Content.Load<SpriteFont>(@"Fonts\Combat_Crit");
 }
        /// <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);

            // Load the crosshair texture
            crosshairTexture = Content.Load<Texture2D>(@"textures\crosshair");

            // Load sounds and play initial sounds
            audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            // Play the soundtrack
            trackCue = soundBank.GetCue("Tracks");
            trackCue.Play();

            // Load fonts
            scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont");
            powerUpFont = Content.Load<SpriteFont>(@"fonts\PowerupFont");
        }
 public void Initialize()
 {
     audioEngine = new AudioEngine(@"Content\Sounds\Sounds.xgs");
     waveBank = new WaveBank(audioEngine, @"Content\Sounds\Wave Bank.xwb");
     soundBank = new SoundBank(audioEngine, @"Content\Sounds\Sound Bank.xsb");
     soundEffects_cue = new Cue[8];
     music_cue = new Cue[3];
     listener = new AudioListener();
     emitter = new AudioEmitter();
     soundEffects_cue[0] = soundBank.GetCue("afterburner");
     soundEffects_cue[1] = soundBank.GetCue("missile");
     soundEffects_cue[2] = soundBank.GetCue("bullet");
     soundEffects_cue[3] = soundBank.GetCue("UI_Click");
     soundEffects_cue[4] = soundBank.GetCue("engage_engines");
     soundEffects_cue[5] = soundBank.GetCue("explode");
     soundEffects_cue[6] = soundBank.GetCue("jet_explode");
     soundEffects_cue[7] = soundBank.GetCue("equip");
     music_cue[0] = soundBank.GetCue("bg01");
     music_cue[1] = soundBank.GetCue("bg02");
     music_cue[2] = soundBank.GetCue("bg03");
 }
Beispiel #26
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);

            // Set cullmode to none
            RasterizerState rs = new RasterizerState();
            rs.CullMode = CullMode.None;
            GraphicsDevice.RasterizerState = rs;

            //Load audio content
            audioEngine = new AudioEngine(@"Content\Audio\RacketBallSound.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");

            //Background music created by Tyler Salerno
            trackCue = soundBank.GetCue("Background Music");
            trackCue.Play();

            // Load fonts
            scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont");
            splashScreenFontLarge = Content.Load<SpriteFont>(@"Fonts\SplashScreenFontLarge");
        }
Beispiel #27
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        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            titleBackground = new GameObject(Content.Load<Texture2D>("Pictures\\Background"), Vector2.Zero, 1.7f, 0f);
            storyBackground = new GameObject(Content.Load<Texture2D>("TitlePictures\\Story"), Vector2.Zero, 0.5f, 0f);
            storyTxt = new GameObject(Content.Load<Texture2D>("TitlePictures\\StoryText"), Vector2.Zero, 0.5f, 0f);
            storyFrame = new GameObject(Content.Load<Texture2D>("TitlePictures\\StoryFrame"), Vector2.Zero, 0.5f, 0f);
            canEat = new GameObject(Content.Load<Texture2D>("TitlePictures\\Caneat"), Vector2.Zero, 1f, 0f);
            cannotEat = new GameObject(Content.Load<Texture2D>("TitlePictures\\Cannoteat"), Vector2.Zero, 1f, 0f);
            ending = new GameObject(Content.Load<Texture2D>("TitlePictures\\Ending"), Vector2.Zero, 1f, 0f);
            endText = new GameObject(Content.Load<Texture2D>("TitlePictures\\Endtext"), Vector2.Zero, 1f, 0f);

            amoebaTex = Content.Load<Texture2D>("Pictures\\Amoeba");
            amoebaMouth = Content.Load<Texture2D>("Pictures\\AmoebaMouth");


            Texture2D arrowTex = Content.Load<Texture2D>("Pictures\\Arrow");
            arrow = new GameObject(arrowTex, Vector2.Zero, 1.0f, 0f);

            backgroundTex = Content.Load<Texture2D>("Pictures\\Background");

            red32Tex = Content.Load<Texture2D>("Pictures\\Red-32");
            red64Tex = Content.Load<Texture2D>("Pictures\\Red-64");
            red128Tex = Content.Load<Texture2D>("Pictures\\Red-128");
            red256Tex = Content.Load<Texture2D>("Pictures\\Red-256");

            green32Tex = Content.Load<Texture2D>("Pictures\\Green-32");
            green64Tex = Content.Load<Texture2D>("Pictures\\Green-64");
            green128Tex = Content.Load<Texture2D>("Pictures\\Green-128");
            green256Tex = Content.Load<Texture2D>("Pictures\\Green-256");

            blue32Tex = Content.Load<Texture2D>("Pictures\\Blue-32");
            blue64Tex = Content.Load<Texture2D>("Pictures\\Blue-64");
            blue128Tex = Content.Load<Texture2D>("Pictures\\Blue-128");
            blue256Tex = Content.Load<Texture2D>("Pictures\\Blue-256");

            furBall32Tex = Content.Load<Texture2D>("Pictures\\FurBall-32");
            furBall64Tex = Content.Load<Texture2D>("Pictures\\FurBall-64");
            furBall128Tex = Content.Load<Texture2D>("Pictures\\FurBall-128");
            furBall256Tex = Content.Load<Texture2D>("Pictures\\FurBall-256");

            mapTex = Content.Load<Texture2D>("Pictures\\Map");

            catTex = Content.Load<Texture2D>("Pictures\\Cat");

            font16 = Content.Load<SpriteFont>("Fonts\\Font16");
            font36Reg = Content.Load<SpriteFont>("Fonts\\Font36Reg");
            font36Bold = Content.Load<SpriteFont>("Fonts\\Font36Bold");
            font24Reg = Content.Load<SpriteFont>("Fonts\\Font24Reg");
            font24Bold = Content.Load<SpriteFont>("Fonts\\Font24Bold");
            font72 = Content.Load<SpriteFont>("Fonts\\Font72");
            data = new int[mapTex.Width * mapTex.Height];
            mapTex.GetData<int>(data);

            BuildMap();
            turnLeft = new GameObject(Content.Load<Texture2D>("TitlePictures\\TurnLeft"), Vector2.Zero, 1f, 0f);
            turnRight = new GameObject(Content.Load<Texture2D>("TitlePictures\\TurnRight"), Vector2.Zero, 1f, 0f);


            engine = new AudioEngine("Content\\Music\\Audio.xgs");
            soundBank = new SoundBank(engine, "Content\\Music\\Sound_Bank.xsb");
            waveBank = new WaveBank(engine, "Content\\Music\\Wave_Bank.xwb");

            backgroundMusic = soundBank.GetCue("background");
            backgroundMusic.Play();
        }
Beispiel #28
0
        public static void InitializeSound()
        {
            audioEngine = new AudioEngine(@"Content\cubic_sounds.xgs");

            //  Assume the default names for the wave and sound bank.
            //   To change these names, change properties in XACT
            waveBank = new WaveBank(audioEngine, @"Content\WaveBank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\SoundBank.xsb");

            myLoopingSound = soundBank.GetCue("titleMusic");
            myLoopingSound.Play();
        }
Beispiel #29
0
 /// <summary>
 /// LoadContent will be called once per game and is the place to load
 /// all of your content.
 /// </summary>
 protected override void LoadContent()
 {
     sampleOverlay = Content.Load<Texture2D>(@"models\sampleoverlay");
     spriteBatch = new SpriteBatch(GraphicsDevice);
     audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");
     waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb");
     soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb");
     menuCue = soundBank.GetCue("dxhr_main_menu");
     trackCue = soundBank.GetCue("DST-1990");
     thrustCue = soundBank.GetCue("Thrusters");
     thrustCue.Play();
     base.LoadContent();
 }
        //+++++++++++++++++++++++         INITIALIZE        +++++++++++++++++
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            rnd = new Random();
            texto = "";

            tiempoMuertoKielTotal = 7000;
            estaEnSuSitio = false;
            kielMuertoSprite = false;
            tiempoMuertoKiel = 0;
            kielMuerto = false;
            tocaRayoKiel = false;
            tiempoTocaRayoKiel = 5000;
            currMouseState = Mouse.GetState();
            lastMouseState = Mouse.GetState();
            fondo = false;
            completoDelTo = false;
            tiempoFin = 0;
            collisionOffSet = Point.Zero;
            cayendo = false;
            tiempoLluvia = 0;
            densidadLluvia2 = 500;
            tiempoLluvia2 = 0;
            colision = 0;
            colisiond = 0;
            colisioni = 0;
            parada = 0;
            alturaTerreno = 4;
            jumpTimer = -10f;
            tiempoVelocidadSalto = 0;
            mundo1 = new Mundo(2.2f);
            currentDisparoState = DisparoState.Quieto;
            currentGravedadState = GravedadState.Aire;
            borrarBala = false;
            filas = 20;
            columnas = 0;
            count = 0;

            spriteList = new List<AutomatedSprite>();
            kiel = new List<JefeFinal>();
            disparoList = new List<Disparo>();
            lluviaList = new List<Disparo>();
            lluviaList2 = new List<Disparo>();
            mapaList = new List<Mapa>();
            terrenoList = new List<Mapa>();
            terrenoList2 = new List<Mapa>();
            terrenoListSuelo = new List<Mapa>();
            fondoList1 = new List<Mapa>();
            fondoList2 = new List<Mapa>();
            map = new List<Point>();
            disparoJefeList = new List<Mapa>();
            jefeList = new List<Jefe>();
            vidaList = new List<Mapa>();
            vidaList2 = new List<Mapa>();
            vidaListKiel = new List<Mapa>();
            vidaList2Kiel = new List<Mapa>();
            tigres = new List<Mapa>();
            maxPosBloque = 0f;
            terrenoTiempoPasado = 0;
            terrenoDireccion = 0;
            terrenoDireccionAnterior = 4;
            terrenoTiempo = 100;
            temblorTerrenoTime = 0;
            temblorTerrenoElec = 0;
            temblorTerrenoNivel = 3;
            arrastre = 0;
            //Lluvia
            densidadLluvia = 500; //milisegundos entre mota
            velocidadLluvia = 6f;
            viento = -2;

            enemySpawnMinMilliseconds = 1000;
            enemySpawnMaxMilliseconds = 2000;
            enemyMinSpeed = 2;
            enemyMaxSpeed = 6;

            nextSpawnTime = 0;

            //Variables jefe
            respawnJefeMin = 0;
            respawnJefeMax = 1;

            //Posiciones
            posicionTerrenoX = 0;
            posicionTerrenoY = 700;
            posicionTerrenoBase = 0;
            posicionFondo1 = -1000;
            posicionFondo2 = -1000;

            //Disparo
            delayDisparo = 200;
            delayDisparoCurrent = 900;
            animaDisparo = 0;
            //Monsturo
            heridoDelayCurrent = 0;
            //Mapa
            cambioMapaDelay = 8000;
            cambioMapaDelayCurrent = 0;
            hastaMapa1 = 8000;
            hastaMapa2 = 15000;
            currentParteMapa = ParteMapa.Suelo;
            numFondo1 = 0;
            numFondo2 = 0;
            numTerreno1 = 0;
            capaTerreno = 0.5f;

            //Muerte
            caido = false;
            puntosControl = new List<float>();
            puntoControl = 0;
            vidaPos = 0;
            vidaPosKiel = 0;
            tiempoHerido = 500f;
            tiempoMuerto = 0;
            muertoDelTo = false;

            for (int n = 0; n < 200; n++)
                map.Add(new Point(2, 0));

            spriteBatch = new SpriteBatch(Game.GraphicsDevice);
            audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs");
            waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb");
            soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb");
            waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb");
            soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb");
            musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb");
            musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb");
            ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb");
            ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb");
            musicCategory = audioEngine.GetCategory("Default");
            musicCategory.SetVolume(0);
            //disparoJefeList.Add(new Mapa(
            //                Game.Content.Load<Texture2D>(@"Images/DisparoJefe"),
            //                new Vector2(kiel.getPlayerPosition.X + posxDisparoKiel, kiel.getPlayerPosition.Y),
            //                new Point(0, 0),
            //                new Point(200, 200),
            //                new Point(0, 0),
            //                new Point(4, 1),
            //                new Vector2(0f, 0),
            //                0f,
            //                1000, 0.89f));

            complete = new Mapa(
                Game.Content.Load<Texture2D>(@"Images/LevelComplete"),
                new Vector2(120, 120),
                new Point(1140, 496),
                new Point(0, 0),
                new Point(0, 0),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f);

            vidaList.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(0, 0),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
            vidaPos += 7;
            for (int i = 0; i < 28; i++)
            {
                vidaList.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(1, 0),
                new Point(1, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
                vidaPos += 7;
            }
            vidaList.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(2, 0),
                new Point(2, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
            vidaPos = 0;
            vidaList2.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(0, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
            vidaPos += 7;
            for (int i = 0; i < 28; i++)
            {
                vidaList2.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(1, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
                vidaPos += 7;
            }
            vidaList2.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSprite"),
                new Vector2(50 + vidaPos, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(2, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
            vidaPos += 7;

            //Vida de kiel

            vidaListKiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(0, 0),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
            vidaPosKiel += 7;
            for (int i = 0; i < 98; i++)
            {
                vidaListKiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(1, 0),
                new Point(1, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
                vidaPosKiel += 7;
            }
            vidaListKiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(2, 0),
                new Point(2, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.89f));
            vidaPosKiel = 0;
            vidaList2Kiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(0, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
            vidaPosKiel += 7;
            for (int i = 0; i < 98; i++)
            {
                vidaList2Kiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(1, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
                vidaPosKiel += 7;
            }
            vidaList2Kiel.Add(new Mapa(
                Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"),
                new Vector2(500 + vidaPosKiel, 30),
                new Point(10, 23),
                new Point(0, 0),
                new Point(2, 1),
                new Point(0, 0),
                new Vector2(0f, 0),
                0f,
                1000, 0.99f));
            vidaPosKiel += 7;

            player = new UserControlledSprite(
            Game.Content.Load<Texture2D>(@"Images/pj"),
            new Vector2((1366 / 2) - 152, 300),
            new Point(194, 178),
            new Point(collisionOffSet.X, collisionOffSet.Y),
            new Point(0, 0),
            new Point(0, 0),
            new Vector2(0f, 0),
            0f,
            70, 0.80f, 30);

            pointer = new StaticSprite(
            Game.Content.Load<Texture2D>(@"Images/cursor"),
            new Vector2(0, 0),
            new Point(24, 28),
            new Point(5, 5),
            new Point(0, 0),
            new Point(0, 0),
            Vector2.Zero,
            0f,
            1000, 0.9f);

            reproducirMusica("kiel");
            reproducirAmbiente("viento");
            trackCue = soundBank.GetCue("caido");
            trackCue2 = soundBank2.GetCue("bicho1");
            //Suelo(-100, posicionTerrenoY, 0, -600, terrenoList);
            SueloGrande(0, posicionTerrenoY, 0, -100, terrenoList);
            SueloGrande(posicionTerrenoX + 1000, posicionTerrenoY, 0, 0, terrenoList);
            Escaleras(-400 , posicionTerrenoY - 200, 600, 0, 2, terrenoList2, 0.210f, true);

            kiel.Add(new JefeFinal(
            Game.Content.Load<Texture2D>(@"Images/kiel"),
            new Vector2(500, 20),
            new Point(180, 200),
            new Point(80, 30),
            new Point(0, 0),
            new Point(4, 2),
            new Vector2(5, 5),
            0f,
            400, 0.95f, 100));

            final = new Mapa(
            Game.Content.Load<Texture2D>(@"Images/final"),
            new Vector2(posicionTerrenoX + 2000, posicionTerrenoY - 146),
            new Point(171, 156),
            new Point(0, 0),
            new Point(0, 1),
            new Point(4, 3),
            new Vector2(0f, 0),
            0f,
            200, 0.9f);
            posicionTerrenoX = 0;
            posicionTerrenoY = 0;

            //Escaleras(posicionTerrenoX + 600, posicionTerrenoY, 100, 10, 10, terrenoList2, 0.210f, true);
            //SegundoPlano();

            foreach (Sprite s in terrenoList2)
            {
                s.getEscala = 0.8f;
                s.GetCollisionOffSet = new Point(60, 60);
            }

            puntuacionFuente = Game.Content.Load<SpriteFont>(@"Fuentes\fuente");

            player.setTamAura = 300;
            foreach (Sprite s in jefeList)
                s.setTamAura = 400;
        }