Beispiel #1
0
        /// <summary>
        /// LoadContent wird einmal pro Spiel aufgerufen und ist der Platz, wo
        /// Ihr gesamter Content geladen wird.
        /// </summary>
        protected override void LoadContent()
        {
            // Erstellen Sie einen neuen SpriteBatch, der zum Zeichnen von Texturen verwendet werden kann.
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            //    SoundManager.Instance.StartPlaying("ambient");
            //Add Default Explosion Module
            Catalog.Instance.SetupTestCatalog();

            StaticDrawer sd = new StaticDrawer();

            Game1.Instance.Components.Add(Inventory);
            sd.Texture = Content.Load<Texture2D>("blackhole");

            staticTest = new Entity(this, new Vector2(50, 50), "loch");
            staticTest.AddModule(sd);
            staticTest.AddModule(new ExplodeAndLoot(new PlayerClasses.Items.Item(PlayerClasses.Items.ItemTypes.Potion)));
            staticTest.Health = 100;
            List<Texture2D> pL = new List<Texture2D>();
            pL.Add(Content.Load<Texture2D>("flame3"));
            particleTest = new Entity(this, new Vector2(150, 300));
            ParticleSystem pSystem = new ParticleSystem(
                new EmitterSetting()
                {
                    DirectionX = new Range() { Min = -1, Max = 1 },
                    DirectionY = new Range() { Min = -1, Max = -3 },
                    AnglePermutation = new Range() { Min = -1, Max = 1 },
                    Lifetime = new Range() { Min = 1000, Max = 2500 },
                    MaxParticles = new Range(250),
                    Size = new Range() { Min = 0.1f, Max = 0.3f },
                    SpeedX = new Range() { Min = -1, Max = 1 },
                    SpeedY = new Range() { Min = -1, Max = -3 },
                    Alpha = new Range(1),
                    AlphaDecay = new Range(0.01f, 0.1f)

                },
            pL);
            particleTest.AddModule(pSystem);

            _BackBuffer = new BackBuffer(GraphicsDevice, new Rectangle(0, 0, _graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight));

            List<Color> daylight = new List<Color>();
            daylight.Add(new Color(40, 30, 80));
            daylight.Add(new Color(40, 30, 70));
            daylight.Add(new Color(40, 20, 70));
            daylight.Add(new Color(40, 30, 75));
            daylight.Add(new Color(25, 25, 80));
            daylight.Add(new Color(40, 30, 80));

            Lightmanager.SetDayCycle(daylight, 18000);
            #region opening
            List<Vector2> points = new List<Vector2>();
            points.Add(new Vector2(-400, Player.Position.Y));
            points.Add(new Vector2(-400, Player.Position.Y));
            points.Add(Player.Position);
            /*points.Add(new Vector2(574, 546));
            points.Add(new Vector2(670, 916));
            points.Add(new Vector2(994, 1053));
            points.Add(new Vector2(1244, 908));
            points.Add(new Vector2(1250, 415));
            points.Add(Player.Position);*/
            _camera.PlayCinematic(points, 6000);
            #endregion
            //    Lightmanager.SetStaticColor(Color.White);

              //    Lightmanager.SetStaticColor(Color.White);
            // TODO: Verwenden Sie this.Content, um Ihren Spiel-Inhalt hier zu laden

            weaponMarker = Content.Load<Texture2D>("weapontest");

            // Add splash screen
            // TODO remove splash screen ;)
            splash = new Entity(Game1.Instance, new Vector2(-400, 608));
            StaticDrawer splashSd = new StaticDrawer();
            splashSd.Texture = Game1.Instance.Content.Load<Texture2D>("xmasSplash");
            splash.AddModule(splashSd);
        }
Beispiel #2
0
        public override void LoadContent()
        {
            (InputManager.Instance["Inventory"] as Key).Pressed += new EventHandler(OpenInventory);
            (InputManager.Instance["Quit"] as Key).Pressed += new EventHandler(QuitRunningGame);
            (InputManager.Instance["Boom"] as Key).Pressed += new EventHandler(BoomPressed);
            (InputManager.Instance["UseItem"] as Key).Pressed += new EventHandler(UseItemPressed);

            /*try
            {
                SaveLoad.SaveGameData saveGame = SaveLoad.SmartStorage<SaveLoad.SaveGameData>.Load(0);
                foreach (String s in saveGame.Triggers)
                    GlobalState.SetTrigger(s);
            }
            catch (Exception e) { }
            */
            Catalog.Instance.SetupTestCatalog();

            (Player.Instance.ThinkModule as ThinkInputGuided).SubscribeInput();

            _BackBuffer = new BackBuffer(Game1.Instance.GraphicsDevice, new Rectangle(0, 0, Game1.Instance.GraphicsDevice.Viewport.Width, Game1.Instance.GraphicsDevice.Viewport.Height));

            List<Color> daylight = new List<Color>();
            daylight.Add(new Color(40, 30, 80));
            daylight.Add(new Color(40, 30, 70));
            daylight.Add(new Color(40, 20, 70));
            daylight.Add(new Color(40, 30, 75));
            daylight.Add(new Color(25, 25, 80));
            daylight.Add(new Color(40, 30, 80));

            Lightmanager.Instance.SetDayCycle(daylight, 18000);

            weaponMarker = Game1.Instance.Content.Load<Texture2D>("sprite/weapontest");

            base.LoadContent();
        }