/// <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); LineBatch.init(GraphicsDevice); texBack = Util.texFromFile(GraphicsDevice, dir + "back3.png"); //*** texpaddle = Util.texFromFile(GraphicsDevice, dir + "red64x32.png"); //*** texBall = Util.texFromFile(GraphicsDevice, dir + "ball2.png"); //*** texBlock1 = Util.texFromFile(GraphicsDevice, dir + "white64x32.png"); paddle = new Sprite3(true, texpaddle, xx, yy); paddle.setBBToTexture(); ball = new Sprite3(true, texBall, xx, yy); ball.setBBandHSFractionOfTexCentered(0.7f); sl = new SpriteList(); back1 = new ImageBackground(texBack, Color.White, GraphicsDevice); playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); // width and height for (int y = 0; y < 5; y++) { for (int x = 0; x < 4; x++) { Sprite3 s = new Sprite3(true, texBlock1, x * 68 + playArea.X + blocksOffsetX, y * 36 + playArea.Y + blocksOffsetY); s.hitPoints = 1; if (y == 0) { s.hitPoints = 2; s.setColor(Color.LightBlue); } sl.addSpriteReuse(s); } } // TODO: use this.Content to load your game content here }
public void NewBall(float x, float y) { Sprite3 ball = new Sprite3(true, texBall, x, y); ball.setBBandHSFractionOfTexCentered(0.4f); ball.setPos(paddle.getPos() + ballOffset); ball.setDeltaSpeed(new Vector2(7, 0)); ballList.addSpriteReuse(ball); }
//Somewhere to store previous keyboard information so we can detect a single key click(as opposed to the 30 a second we get on a key depress) public override void LoadContent() { spriteBatch = new SpriteBatch(graphicsDevice); // random = new Random(); // font1 = Content.Load<SpriteFont>("Fontey"); Particle1 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle1.png"); Particle2 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle2.png"); Particle3 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle3.png"); Particle4 = Util.texFromFile(graphicsDevice, Dir.dir + "ParticleArrow.png"); Particle5 = Util.texFromFile(graphicsDevice, Dir.dir + "Cloud8.png"); Particle6 = Util.texFromFile(graphicsDevice, Dir.dir + "Bug2.png"); tex = Particle2; // font1 = Content.Load <SpriteFont>("SpriteFont1"); texBack = texFromFile(graphicsDevice, dir + "levelOneBack1.png"); spider = texFromFile(graphicsDevice, dir + "Bug.png"); texpaddle = texFromFile(graphicsDevice, dir + "paddle2.png"); bee = texFromFile(graphicsDevice, dir + "Bee2.png"); texAnmiation1 = Util.texFromFile(graphicsDevice, dir + "coin3.png"); texDragon = Util.texFromFile(graphicsDevice, dir + "dragon.png"); scrolling1 = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(0, 0, 800, 600)); scrolling2 = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(800, 0, 800, 600)); music = Content.Load <SoundEffect>("MUSIC1"); limSound = new LimitSound(music, 3); bazooka = Content.Load <SoundEffect>("bazooka_fire"); baz = bazooka.CreateInstance(); LineBatch.init(graphicsDevice); dragonList = new SpriteList(); for (int y = 0; y < 3; y++) { for (int i = 0; i < 5; i++) { dragon = new Sprite3(true, texDragon, 250 + a, 80 + b); dragon.setXframes(8); dragon.setYframes(1); dragon.setWidthHeight(32, 32); //anmiation1.setBBToTexture(); dragon.setBB(7, 7, 130, 124); Vector2[] seq1 = new Vector2[8]; seq1[0].X = 0; seq1[0].Y = 0; seq1[1].X = 1; seq1[1].Y = 0; seq1[2].X = 2; seq1[2].Y = 0; seq1[3].X = 3; seq1[3].Y = 0; seq1[4].X = 4; seq1[4].Y = 0; seq1[5].X = 5; seq1[5].Y = 0; seq1[6].X = 6; seq1[6].Y = 0; seq1[7].X = 7; seq1[7].Y = 0; dragon.setAnimationSequence(seq1, 0, 7, 10); dragon.animationStart(); dragonList.addSpriteReuse(dragon); a = a + 64; } a = 0; b = b + 80; } ballPos = new Vector2(xx, yy); paddle = new Sprite3(true, texpaddle, xx, bot - texpaddle.Height); paddle.setBBToTexture(); back1 = new ImageBackground(texBack, Color.White, graphicsDevice); playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); // width and height texBall = Util.texFromFile(graphicsDevice, dir + "ball2.png"); //*** ball = new Sprite3(true, texBall, xx, yy); ball.setBBandHSFractionOfTexCentered(0.7f); }