Ejemplo n.º 1
0
 public Menu(ContentManager Content, SpriteBatch spriteBatch)
 {
     menuTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\MainMenu"), 3, 2, animationSpeed);
     startButton = new Button(new Vector2(startButtonLX, startButtonLY),
         new Vector2(startButtonRX, startButtonRY), "", Vector2.Zero);
     controlsButton = new Button(new Vector2(controlsButtonLX, controlsButtonLY),
         new Vector2(controlsButtonRX, controlsButtonRY), "", Vector2.Zero);
     skipButton = new Button(new Vector2(skipButtonLX, skipButtonLY),
         new Vector2(skipButtonRX, skipButtonRY), "", Vector2.Zero);
     buttonList = new List<Button>() { startButton, skipButton, controlsButton };
     buttonListHover = new List<bool>() { hoverFlag, hoverFlagSkip, hoverFlagControls };
     pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
     pixel.SetData(new[] { Color.White });
     isInControllerMenu = false;
     controllerMenu = new ControllerMenu(Content, spriteBatch);
     selectedButton = 0;
     menuBgm = (Content.Load<SoundEffect>("Music\\Cylinder_Eight.wav")).CreateInstance();
     windEffectInstance = (Content.Load<SoundEffect>("Music\\Wind.wav")).CreateInstance();
     flagEffectInstance = (Content.Load<SoundEffect>("Music\\Flag.wav")).CreateInstance();
     scrollClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click.wav")).CreateInstance();
     confirmClickEffectInstance = (Content.Load<SoundEffect>("Music\\Click2.wav")).CreateInstance();
     menuBgm.IsLooped = true;
     menuBgm.Play();
     windEffectInstance.IsLooped = true;
     windEffectInstance.Volume = windVolume;
     flagEffectInstance.IsLooped = true;
     flagEffectInstance.Volume = flagVolume;
     scrollClickEffectInstance.Volume = clickVolume;
     confirmClickEffectInstance.Volume = clickVolume;
     windEffectInstance.Play();
     flagEffectInstance.Play();
 }
Ejemplo n.º 2
0
 public override void Initialize(ContentManager content, Vector2 position, Loot theLoot, Wave theWave)
 {
     EnemyDeathTexture = content.Load<Texture2D>("Graphics\\Enemy1Dead");
     FiringTexture = content.Load<Texture2D>("Graphics\\Enemy1Firing");
     EnemyTextureMap = new AnimatedSprite(content.Load<Texture2D>("Graphics\\Enemy1Map"), numMapRows, numMapColumns, animationSpeed);
     speed = E1Speed;
     regions = enemyRegions;
     damages = enemyDamages;
     sounds = enemySounds;
     health = enemyHealth;
     base.Initialize(content, position, theLoot, theWave);
 }
Ejemplo n.º 3
0
 public override void Initialize(ContentManager content, Vector2 position, Loot theLoot, Wave theWave)
 {
     dogBiteSound = (content.Load<SoundEffect>("Music\\DogBite.wav")).CreateInstance();
     EnemyDeathTexture = content.Load<Texture2D>("Graphics\\DogDead");
     FiringTexture = content.Load<Texture2D>("Graphics\\DogBite");
     EnemyTextureMap = new AnimatedSprite(content.Load<Texture2D>("Graphics\\DogMap"), numMapRows, numMapColumns, animationSpeed);
     speed = E1Speed;
     regions = enemyRegions;
     damages = enemyDamages;
     sounds = enemySounds;
     health = enemyHealth;
     base.Initialize(content, position, theLoot, theWave);
     firingAnimationRate = firinganimationRate;
     isLooted = true; //Dogs can't be looted
     Position.Y += heightOffset;
 }
Ejemplo n.º 4
0
 public override void Initialize(ContentManager Content)
 {
     layoutBackdrop = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\LadderLevel"), 1, 1, 10);
     gameOverSprite = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\LadderGameOver"), 1, 1, 10);
     base.Initialize(Content);
 }
Ejemplo n.º 5
0
 /// <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()
 {
     font = Content.Load<SpriteFont>("Fonts\\Font");
     player = new Player();
     crosshair = new Crosshair();
     sniperRifle = new SniperRifle();
     machineGun = new MachineGun();
     weapon = sniperRifle;
     sniperRifle.isSelected = true;
     machineGun.isSelected = false;
     waveManager = new WaveManager();
     scavengerManager = new ScavengerManager();
     currentScavengeCommand = 0;
     victoryTexture = new AnimatedSprite(Content.Load<Texture2D>("Graphics\\Victory"), 3, 2, animationSpeed);
     base.Initialize();
 }
Ejemplo n.º 6
0
 public virtual void Initialize(ContentManager content, int scavPositionNumber, int HUDPosition, bool activeNow, ScavengerManager manager)
 {
     idleTexture = content.Load<Texture2D>("Graphics\\TrooperIdle");
     deathTexture = content.Load<Texture2D>("Graphics\\TrooperDead");
     trenchDeathTexture = content.Load<Texture2D>("Graphics\\TrooperDeadInTrench");
     scavengingTexture = content.Load<Texture2D>("Graphics\\TrooperScavenging");
     activeTexture = new AnimatedSprite(content.Load<Texture2D>("Graphics\\Trooper"), numMapRows, numMapColumns, animationSpeed);
     sentOutHudTexture = content.Load<Texture2D>("Graphics\\SendOutIcon");
     sentBackHudTexture = content.Load<Texture2D>("Graphics\\SendBackIcon");
     notSentHudTexture = content.Load<Texture2D>("Graphics\\NotSentIcon");
     speed = speedValue;
     positionNumber = scavPositionNumber;
     scavengerManager = manager;
     Position = scavengerManager.waveManager.getWave().layout.getScavengerTrenchPlacement(positionNumber);
     hudSeat = HUDPosition;
     Alive = true;
     isLooted = false;
     action = 0;
     scavengedLoot = new List<Loot>();
     whenScavengeBegan = 0;
     Active = activeNow;
     movingTowardsTrench = false;
 }