public override void LoadContent() { switchCamera(); midTerrain = new Vector3(terrain.terrainWidth / 2, waterLevel, terrain.terrainLength / 2); //Create water water = new WaterBase(midTerrain, waterLevel, new Vector2(terrain.TerrainWidth, terrain.TerrainLength), baseWaterKey, waveKey, baseWaterRowX, baseWaterRowY, "water", amountWaves, Game); Game.Components.Add(water); //Adding the models Models.AddModels addModels = new Models.AddModels(Game, models, terrain, modelmapKey, Game.Content); foreach (Models.LFModel model in models) { if (!Game.Components.Contains(model)) { Game.Components.Add(model); } } //Load songs. this.smallFireSong = Game.Assets.Load <Song>("flamesmall"); this.mediumFireSong = Game.Assets.Load <Song>("flamemedium"); this.bigFireSong = Game.Assets.Load <Song>("flamebig"); this.songPlayTimeCounter = 0; this.currentlyPlaying = this.smallFireSong; MediaPlayer.Play(this.currentlyPlaying); //Load Soundeffects. SoundEffect s = Game.Assets.Load <SoundEffect>("collectmeteor"); this.collectMeteorInstance = s.CreateInstance(); s = Game.Assets.Load <SoundEffect>("treefall"); this.treeFallInstance = s.CreateInstance(); s = Game.Assets.Load <SoundEffect>("watersplash"); this.waterSplash = s.CreateInstance(); s = Game.Assets.Load <SoundEffect>("burnsomething"); this.burnSomething = s.CreateInstance(); s = Game.Assets.Load <SoundEffect>("collectstar"); this.collectStarInstance = s.CreateInstance(); foreach (Models.LFModel model in models) { if (model is Coal) { Vector3 pos = model.Position + new Vector3(0, 0.5f, -1.5f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(6), Game.Assets.Load <Texture2D>("circle"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } else if (model is Meteoriet) { Vector3 pos = model.Position + new Vector3(0, 32, 0); BillBoard.VerticalBillBoard beam = new BillBoard.VerticalBillBoard(pos, pos.Y, new Vector2(6, 50), Game.Assets.Load <Texture2D>("lightbeam"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(beam); } else if (model is Tree && this is States.GreenHills.Tutorial) { Vector3 pos = model.Position + new Vector3(0, 0.5f, 0f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(7), Game.Assets.Load <Texture2D>("circletree"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } } foreach (Models.LFModel model in models) { if (model is Meteoriet) { Vector3 pos = model.Position + new Vector3(0.5f, 0.5f, 0f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(8), Game.Assets.Load <Texture2D>("circle"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } } // If there is a load file, load the game from that point. if (loadName != "") { loadProgress(loadName); } //Set the player's position player.Position = this.terrain.GetHeightAtPosition(startPosition.X, startPosition.Z, 0); //Create the sky sky = new Sky(Game, Game.Assets.Load <TextureCube>("sky")); Game.Components.Add(sky); }
public override void LoadContent() { switchCamera(); midTerrain = new Vector3(terrain.terrainWidth / 2, waterLevel, terrain.terrainLength / 2); //Create water water = new WaterBase(midTerrain, waterLevel, new Vector2(terrain.TerrainWidth, terrain.TerrainLength), baseWaterKey, waveKey, baseWaterRowX, baseWaterRowY, "water", amountWaves, Game); Game.Components.Add(water); //Adding the models Models.AddModels addModels = new Models.AddModels(Game, models, terrain, modelmapKey, Game.Content); foreach (Models.LFModel model in models) if (!Game.Components.Contains(model)) Game.Components.Add(model); //Load songs. this.smallFireSong = Game.Assets.Load<Song>("flamesmall"); this.mediumFireSong = Game.Assets.Load<Song>("flamemedium"); this.bigFireSong = Game.Assets.Load<Song>("flamebig"); this.songPlayTimeCounter = 0; this.currentlyPlaying = this.smallFireSong; MediaPlayer.Play(this.currentlyPlaying); //Load Soundeffects. SoundEffect s = Game.Assets.Load<SoundEffect>("collectmeteor"); this.collectMeteorInstance = s.CreateInstance(); s = Game.Assets.Load<SoundEffect>("treefall"); this.treeFallInstance = s.CreateInstance(); s = Game.Assets.Load<SoundEffect>("watersplash"); this.waterSplash = s.CreateInstance(); s = Game.Assets.Load<SoundEffect>("burnsomething"); this.burnSomething = s.CreateInstance(); s = Game.Assets.Load<SoundEffect>("collectstar"); this.collectStarInstance = s.CreateInstance(); foreach (Models.LFModel model in models) { if (model is Coal) { Vector3 pos = model.Position + new Vector3(0, 0.5f, -1.5f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(6), Game.Assets.Load<Texture2D>("circle"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } else if (model is Meteoriet) { Vector3 pos = model.Position + new Vector3(0, 32, 0); BillBoard.VerticalBillBoard beam = new BillBoard.VerticalBillBoard(pos, pos.Y, new Vector2(6, 50), Game.Assets.Load<Texture2D>("lightbeam"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(beam); } else if (model is Tree && this is States.GreenHills.Tutorial) { Vector3 pos = model.Position + new Vector3(0, 0.5f, 0f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(7), Game.Assets.Load<Texture2D>("circletree"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } } foreach (Models.LFModel model in models) { if (model is Meteoriet) { Vector3 pos = model.Position + new Vector3(0.5f, 0.5f, 0f); BillBoard.HorizontalBillboarding circle = new BillBoard.HorizontalBillboarding(pos, pos.Y, new Vector2(8), Game.Assets.Load<Texture2D>("circle"), 1, 1, Game.GraphicsDevice, Game.Content, Game); Game.Components.Add(circle); } } // If there is a load file, load the game from that point. if (loadName != "") { loadProgress(loadName); } //Set the player's position player.Position = this.terrain.GetHeightAtPosition(startPosition.X, startPosition.Z, 0); //Create the sky sky = new Sky(Game, Game.Assets.Load<TextureCube>("sky")); Game.Components.Add(sky); }