Ejemplo n.º 1
0
        public override void LoadContent()
        {
            base.LoadContent();
            backgroundColor = Color.LightBlue;

            Texture2D sunTex = game.Content.Load<Texture2D>("Sprites\\Sun");
            GameObject sun = new GameObject(sunTex, new Vector2(0.3f, 0.7f)); sun.Size = 0.3f;
            backgroundLayer.add(sun);

            Texture2D tree = game.Content.Load<Texture2D>("Sprites\\tree4");

            Layer layer1 = new Layer();
            layer1.LoadContent();
            layer1.Depth = 0.75f;
            layer1.add(new GameObject(tree, new Vector2(200, tree.Height / 2)));

            layers.Add(layer1);
        }
Ejemplo n.º 2
0
        public virtual void LoadContent()
        {
            spriteBatch = new SpriteBatch(game.GraphicsDevice);

            backgroundLayer = new BackgroundLayer();
            layers.Add( backgroundLayer );

            mainLayer = new Layer();
            mainLayer.LoadContent();
            mainLayer.Depth = 0.5f;
            bud = new Bud(game.Content, new Vector2(TitleSafe.Width / 2, 0)); bud.Size *= 0.3f;
            budi = new Budi(game.Content, new Vector2(TitleSafe.Width / 2, 200)); budi.Size *= 0.3f;
            budBudi = new BudBudi(game.Content, new Vector2(TitleSafe.Width / 2, 0)); budBudi.Size *= 0.3f;
            mainLayer.add(budBudi);
            controledObject = budBudi;

            layers.Add(mainLayer);
        }
Ejemplo n.º 3
0
        public override void LoadContent()
        {
            base.LoadContent();
            backgroundColor = Color.LightBlue;

            Texture2D sunTex = game.Content.Load<Texture2D>("Sprites\\Sun");
            Texture2D cloudTex = game.Content.Load<Texture2D>("Sprites\\Cloud1");
            Texture2D groundTex = game.Content.Load<Texture2D>("Sprites\\Ground1");
            Texture2D ground2Tex = game.Content.Load<Texture2D>("Sprites\\Ground2");

            GameObject cloud1 = new GameObject(cloudTex, new Vector2(0.25f, 0.8f)); cloud1.Size = 0.4f;
            GameObject cloud2 = new GameObject(cloudTex, new Vector2(0.75f, 0.7f)); cloud2.Size = 0.3f;
            GameObject sun = new GameObject(sunTex, new Vector2(0.4f, 0.7f)); sun.Size = 0.3f;
            backgroundLayer.add(cloud1);
            backgroundLayer.add(cloud2);
            backgroundLayer.add(sun);

            Texture2D home = game.Content.Load<Texture2D>("Sprites\\home");
            Texture2D tree1 = game.Content.Load<Texture2D>("Sprites\\tree1");
            Texture2D tree2 = game.Content.Load<Texture2D>("Sprites\\tree2");
            Texture2D tree3 = game.Content.Load<Texture2D>("Sprites\\tree3");
            Texture2D tree4 = game.Content.Load<Texture2D>("Sprites\\tree4");

            Layer layer10 = new Layer(); layer10.LoadContent(); layer10.Depth = 0.98f;
            Layer layer11 = new Layer(); layer11.LoadContent(); layer11.Depth = 0.96f;
            Layer layer12 = new Layer(); layer12.LoadContent(); layer12.Depth = 0.94f;
            Layer layer13 = new Layer(); layer13.LoadContent(); layer13.Depth = 0.92f;
            Layer layer14 = new Layer(); layer14.LoadContent(); layer14.Depth = 0.90f;
            Random random = new Random();
            GameObject cloud;
            for (int i = 0; i < 5; i++)
            {
                cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height*0.5f), (int)(home.Height*1.9f))));
                cloud.Size = (float)(random.NextDouble()/8 + 0.3d);
                cloud.Color = new Color(random.Next(192,255), random.Next(192,255), random.Next(192,255));
                cloud.Rotation = (float)((random.NextDouble()-0.5d) * MathHelper.PiOver4);
                layer10.add(cloud);
                cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f))));
                cloud.Size = (float)(random.NextDouble() / 7 + 0.3d);
                cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255));
                cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4);
                layer11.add(cloud);
                cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f))));
                cloud.Size = (float)(random.NextDouble() / 6 + 0.3d);
                cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255));
                cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4);
                layer12.add(cloud);
                cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f))));
                cloud.Size = (float)(random.NextDouble() / 5 + 0.3d);
                cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255));
                cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4);
                layer13.add(cloud);
                cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f))));
                cloud.Size = (float)(random.NextDouble() / 4 + 0.3d);
                cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255));
                cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4);
                layer14.add(cloud);
            }

            Layer layer2 = new Layer();
            layer2.LoadContent();
            layer2.Depth = 0.7f;
            layer2.add(new GameObject(home, new Vector2(home.Width / 2, groundTex.Height + home.Height / 2)));

            Layer layer30 = new Layer();
            layer30.LoadContent();
            layer30.Depth = 0.72f;
            GameObject tree;
            for (int i = 0; i < 10; i++)
            {
                tree = new GameObject(tree1, new Vector2(home.Width + random.Next(-1000,2000), (float)(groundTex.Height * (1.0f+random.NextDouble()/10) + tree1.Height / 2)));
                layer30.add(tree);
            }

            Layer layer31 = new Layer();
            layer31.LoadContent();
            layer31.Depth = 0.8f;
            for (int i = 0; i < 10; i++)
            {
                tree = new GameObject(tree3, new Vector2(home.Width + random.Next(-1000, 2000), (float)(groundTex.Height * (1.5f + random.NextDouble() / 10) + tree3.Height / 2)));
                layer31.add(tree);
            }

            Layer layer32 = new Layer();
            layer32.LoadContent();
            layer32.Depth = 0.85f;
            for (int i = 0; i < 10; i++)
            {
                tree = new GameObject(tree1, new Vector2(home.Width + random.Next(-1000, 2000), (float)(groundTex.Height * (2.0f + random.NextDouble() / 10) + tree1.Height / 2)));
                layer32.add(tree);
            }

            Layer layer4 = new Layer();  // the road to walk
            layer4.LoadContent();
            layer4.Depth = 0.52f;

            GameObject ground;
            for (int i = -10; i < 30; i++)
            {
                ground = new GameObject(groundTex, new Vector2(i * (groundTex.Width - 25), groundTex.Height/2 - 2));
                layer4.add(ground);
            }

            Layer layer5 = new Layer();
            layer5.LoadContent();
            layer5.Depth = 0.88f;
            GameObject ground2 = new GameObject(ground2Tex, new Vector2(ground2Tex.Width * 30, ground2Tex.Height * 20)); ground2.Size = 60;
            layer5.add(ground2);
            ground2 = new GameObject(ground2Tex, new Vector2(-ground2Tex.Width * 30, ground2Tex.Height * 20)); ground2.Size = 60;
            layer5.add(ground2);

            layers.Add(layer10);
            layers.Add(layer11);
            layers.Add(layer12);
            layers.Add(layer13);
            layers.Add(layer14);
            layers.Add(layer2);
            layers.Add(layer30);
            layers.Add(layer31);
            layers.Add(layer32);
            layers.Add(layer4);
            layers.Add(layer5);
        }