Beispiel #1
0
        public void initLevel(ContentManager content, int sWidth, int sHeight)
        {
            //ContentManager.RootDirectory = "Content";

            LevelReader.setPlayer(levelFile, content, player, sWidth, sHeight);

            ground = LevelReader.readGround(levelFile, content, sWidth, sHeight);

            enemies = LevelReader.readEnemies(levelFile, content, sWidth, sHeight);

            background = LevelReader.readBackground(levelFile, content);

            loadscreen = LevelReader.readLevelLoadScrn(levelFile, content);

            levelname = LevelReader.readLevelName(levelFile);

            levelbgm = LevelReader.readLevelBGM(levelFile, content);

            levelintrobgm = LevelReader.readLevelIntroBGM(levelFile, content);

            //init explosion sprite to be used by dead enemies
            Explosion aexplosion = new Explosion();

            Texture2D[] exparray = { content.Load <Texture2D>("explode1"),
                                     content.Load <Texture2D>("explode2"),
                                     content.Load <Texture2D>("explode3"),
                                     content.Load <Texture2D>("explode4") };
            aexplosion.setTextures(exparray);
        }
Beispiel #2
0
        //CONSTRUCTOR
        public Pgame()
        {
            //Initialize graphics object and content directory
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //Set initial screen paramaters
            Vector2 res = LevelReader.readResolution("settings.txt");

            startingwidth  = (int)res.X;
            startingheight = (int)res.Y;
            //Console.Out.WriteLine(startingwidth + " " + startingheight);
            startfullscreen  = LevelReader.readFullScreen("settings.txt");
            volume           = LevelReader.readVolume("settings.txt");
            bgmvolume        = LevelReader.readBGMVolume("settings.txt");
            gamepadConnected = LevelReader.readGamepadSetting("settings.txt");

            graphics.PreferredBackBufferHeight = startingheight;
            graphics.PreferredBackBufferWidth  = startingwidth;
            //this.lastscale = 1;
            //this.currentscale = 1;
            graphics.IsFullScreen = startfullscreen;

            screenRect        = new Rectangle();
            screenRect.X      = 0;
            screenRect.Y      = 0;
            screenRect.Width  = startingwidth;
            screenRect.Height = startingheight;

            //Init attacks;
            pAttacks = new ArrayList();

            gamestate = PGameState.Title;

            //Set initial player, level position
            //levelloc = Vector2.Zero;
        }
Beispiel #3
0
        //Graphical content is loaded here
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Set level, init
            currentLevel = new Plevel(levelFileList[currentLevelIndex]);
            currentLevel.initLevel(this.Content, startingwidth, startingheight);

            //Load content from level
            player     = currentLevel.getPlayer();
            groundlist = currentLevel.getGround();
            enemylist  = currentLevel.getEnemies();
            background = currentLevel.getBackground();

            levelname  = currentLevel.getName();
            loadscreen = currentLevel.getLoadScrn();

            //Load TitleScreen
            if (gamestate == PGameState.Title)
            {
                titlescrn = LevelReader.readTitleScrn("title", Content);
            }


            //FONT LOAD
            Font1      = Content.Load <SpriteFont>("SpriteFont1");
            FontPos    = Vector2.Zero;
            FontPos.Y += 20;

            //Set master volume
            SoundEffect.MasterVolume = (float)volume;
            MediaPlayer.Volume       = (float)bgmvolume;

            levelTimeElapsed = 0;
        }
Beispiel #4
0
 public EnemySprite getDelayedLevelGoal(ContentManager content, Vector2 position)
 {
     return(LevelReader.readDelayedLevelGoal(levelFile, content, position));
 }