private void LoadFighters(Resources res, GameHandler gameHandler) { for (int i = 0; i < /*this.enemyIDs.Count()*/ 1; i++) { this.enemies.Add(new EnemyFighter(this.enemyIDs[i], gameHandler.lastEncounteredEnemy.level, enemyScreenPositions[i])); this.enemies[i].LoadContent(res); this.aliveEnemyPositions.Add(i); } this.enemyTemplate = enemies[0]; this.removedCounter = 0; this.player = new PlayerFighter(playerScreenPos); this.player.attackList = MoveLoader.ConvertIDsToMoves(gameHandler.worldData.unlockedSkillIDs); for (int i = 0; i < this.player.attackList.Count(); i++) { List <FrameAnim> primaryAnims = new List <FrameAnim>(); for (int j = 0; j < res.MovePrimaryAnimsPerMove[Move.ID_DICT[this.player.attackList[i].moveName]].Count(); j++) { primaryAnims.Add(res.MovePrimaryAnims[res.MovePrimaryAnimsPerMove[Move.ID_DICT[this.player.attackList[i].moveName]][j]]); } this.player.attackList[i].LoadContent(primaryAnims, res.MoveSecondaryAnims[Move.ID_DICT[player.attackList[i].moveName]]); this.player.attackList[i].PrimeMove(player.standbyScreenPos, enemies[0].curScreenPos, 50, .35); } }
public Resources(ContentManager content) //Constructor to load all of the content into the variables { this.contentPath = content.RootDirectory; this.Menu_Title = content.Load <Texture2D>("Textures/Menu/Title"); this.Menu_Font = content.Load <SpriteFont>("Fonts/MenuFont"); this.Menu_CreationFont = content.Load <SpriteFont>("Fonts/MenuFont"); this.Menu_MousePointer = content.Load <Texture2D>("Textures/Menu/MousePointer"); this.Menu_MousePointer_anim = content.Load <Texture2D>("Textures/Menu/MousePointer_anim"); this.Menu_Background = content.Load <Texture2D>("Textures/Menu/Background2"); this.Menu_CreationFrame = content.Load <Texture2D>("Textures/Menu/CreationFrame"); this.Menu_TypeBox = content.Load <Texture2D>("Textures/Menu/TypeBoxFrame"); this.Menu_ListClicker_Arrow = content.Load <Texture2D>("Textures/Menu/Arrow"); this.Menu_HSVSlider_Pointer = content.Load <Texture2D>("Textures/Menu/Slider_Pointer"); this.Menu_HSVSlider_Base = content.Load <Texture2D>("Textures/Menu/Slider_Base"); this.Menu_HSVSlider_H = content.Load <Texture2D>("Textures/Menu/Slider_H"); this.Menu_HSVSlider_S = content.Load <Texture2D>("Textures/Menu/Slider_S"); this.Menu_HSVSlider_V = content.Load <Texture2D>("Textures/Menu/Slider_V"); this.Menu_CharPrev_Frame = content.Load <Texture2D>("Textures/Menu/CharPrevFrame"); this.Menu_CharCreation_ManaGlow = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Body/ManaGlow"); this.Menu_CharCreation_Skin = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Body/Skin"); this.Menu_CharCreation_Bottom = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Body/Bottom"); this.Menu_CharCreation_Shirt = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Body/Shirt"); this.Menu_CharCreation_Hair_1 = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Hairstyles/1"); this.Menu_NextButton = content.Load <Texture2D>("Textures/Menu/NextButtonFrame"); this.Menu_Stats_Minus = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Minus"); this.Menu_Stats_Plus = content.Load <Texture2D>("Textures/Menu/CharacterCreation/Plus"); this.Menu_Stats_ATK = content.Load <Texture2D>("Textures/Menu/CharacterCreation/ATK"); this.Menu_Stats_DEF = content.Load <Texture2D>("Textures/Menu/CharacterCreation/DEF"); this.Menu_Stats_VIT = content.Load <Texture2D>("Textures/Menu/CharacterCreation/VIT"); this.Menu_Stats_DEX = content.Load <Texture2D>("Textures/Menu/CharacterCreation/DEX"); this.Menu_Stats_INT = content.Load <Texture2D>("Textures/Menu/CharacterCreation/INT"); this.Menu_Stats_WIS = content.Load <Texture2D>("Textures/Menu/CharacterCreation/WIS"); this.Menu_Stats_VIR = content.Load <Texture2D>("Textures/Menu/CharacterCreation/VIR"); this.Menu_Stats_EVL = content.Load <Texture2D>("Textures/Menu/CharacterCreation/EVL"); this.Menu_Stats_LUK = content.Load <Texture2D>("Textures/Menu/CharacterCreation/LUK"); this.Menu_Stats_HoverTextBackground = content.Load <Texture2D>("Textures/Menu/HoverBoxTextBackground"); this.Menu_Continue_Frame = content.Load <Texture2D>("Textures/Menu/ContinueMenu/ContinueFrame"); this.Menu_Continue_SaveBar = content.Load <Texture2D>("Textures/Menu/ContinueMenu/SaveBar"); this.Menu_Continue_FuncButton_Play = content.Load <Texture2D>("Textures/Menu/ContinueMenu/FuncButton_Play"); this.Menu_Continue_FuncButton_Delete = content.Load <Texture2D>("Textures/Menu/ContinueMenu/FuncButton_Delete"); this.Menu_LoadingAnim = content.Load <Texture2D>("Textures/Menu/Hourglass_Anim"); this.Icons_Frame = content.Load <Texture2D>("Textures/Icons/Frame"); this.Icons_GenderIcons_Female = content.Load <Texture2D>("Textures/Icons/Gender/Female"); this.Icons_GenderIcons_Male = content.Load <Texture2D>("Textures/Icons/Gender/Male"); this.Tilesets_test1 = content.Load <Texture2D>("Textures/World/Tilesets/test1"); this.TileAnims_Water = content.Load <Texture2D>("Textures/World/Tilesets/Anims/water_anim"); this.FrameAnim_test1 = content.Load <Texture2D>("Textures/World/Entities/animTest1"); this.Player_testAnim1 = content.Load <Texture2D>("Textures/World/Entities/Player/testPlayer"); this.Player_Affinity_ManaPulse = content.Load <SoundEffect>("Sounds/Wave1"); this.NPC_VillagerAnim = content.Load <Texture2D>("Textures/World/Entities/NPCs/Villager_anim"); this.Enemy_Slime = content.Load <Texture2D>("Textures/World/Entities/Enemies/Slime"); this.World_Interaction_TalkWindowAnim = content.Load <Texture2D>("Textures/World/FX/TalkWindow_anim"); this.World_Interaction_TalkWindowOpen = content.Load <Texture2D>("Textures/World/FX/TalkWindow"); this.Minimap_Border = content.Load <Texture2D>("Textures/World/Minimap/Border"); this.Minimap_Border_Outline = content.Load <Texture2D>("Textures/World/Minimap/Border_outline"); this.Minimap_Fill = content.Load <Texture2D>("Textures/World/Minimap/Fill"); this.Minimap_Outline = content.Load <Texture2D>("Textures/World/Minimap/Outline"); this.Minimap_Icon_Player = content.Load <Texture2D>("Textures/World/Minimap/Icon_Player_Small"); this.Minimap_Icon_Enemy = content.Load <Texture2D>("Textures/World/Minimap/Icon_Enemy"); this.Minimap_MaskTex = content.Load <Texture2D>("Textures/World/Minimap/MaskTex"); this.Minimap_MapTex = content.Load <Texture2D>("Textures/World/Minimap/MapTex"); this.Minimap_MaskBorder = content.Load <Texture2D>("Textures/World/Minimap/MaskBorder"); this.Inventory_Square_Empty = content.Load <Texture2D>("Textures/Inventory/Square_Blank"); this.Inventory_Square_Full = content.Load <Texture2D>("Textures/Inventory/Square_Item"); this.Inventory_ArrowAnim_Right = content.Load <Texture2D>("Textures/Inventory/InventoryArrowAnim_Right"); this.Inventory_ArrowAnim_Left = content.Load <Texture2D>("Textures/Inventory/InventoryArrowAnim_Left"); this.Inventory_ExpBar_Frame = content.Load <Texture2D>("Textures/Inventory/ExpBar_Empty"); this.Inventory_ExpBar_Fill = content.Load <Texture2D>("Textures/Inventory/ExpBar_Full"); this.Inventory_ExpBar_Indexers = content.Load <Texture2D>("Textures/Inventory/ExpBar_Indexers"); this.Battle_CountDownFont = content.Load <SpriteFont>("Fonts/BattleCountdownFont"); this.Battle_HealthFont = content.Load <SpriteFont>("Fonts/BattleHealthFont"); this.Battle_FadeRect = content.Load <Texture2D>("Textures/Battle/FadeScreen"); this.Battle_BackgroundTexList.Add(content.Load <Texture2D>("Textures/Battle/Stage/Backgrounds/Stars")); this.Battle_FloorTexList.Add(content.Load <Texture2D>("Textures/Battle/Stage/Floors/Test1")); this.Battle_UI_HealthBarEmpty = content.Load <Texture2D>("Textures/Battle/UI/HealthBar_Base"); this.Battle_UI_HealthBarFull = content.Load <Texture2D>("Textures/Battle/UI/HealthBar_Full"); this.Battle_UI_OptionWheel_HighlighterSpriteSheet = content.Load <Texture2D>("Textures/Battle/UI/WheelOption_Highlight"); this.Battle_UI_OptionWheel_Fight = content.Load <Texture2D>("Textures/Battle/UI/WheelOption_Fight"); this.Battle_UI_OptionWheel_Item = content.Load <Texture2D>("Textures/Battle/UI/WheelOption_Item"); this.Battle_UI_OptionWheel_Pass = content.Load <Texture2D>("Textures/Battle/UI/WheelOption_Pass"); this.Battle_UI_OptionWheel_Flee = content.Load <Texture2D>("Textures/Battle/UI/WheelOption_Flee"); this.Battle_UI_SelectorArrowSpriteSheet = content.Load <Texture2D>("Textures/Battle/UI/EnemySelector"); Move.LoadMoveDictionary(); //This has to be done to make the id/name dictionaries //Loading all of the player animations for all attacks MovePrimaryAnims.Add(new FrameAnim(this.Player_testAnim1, 8, 32, 32, 25, true, true)); //0: Move.PRIMARY_SHOOT // //Loading the projectile, aura, etc animation sheets for moves FrameAnim Battle_Move_Anim_Flare = new FrameAnim(content.Load <Texture2D>("Textures/Battle/Moves/Flare"), 4, 32, 32, 12, true, true); this.MovePrimaryAnimsPerMove.Add(Move.ID_DICT["Flare"], new List <int>() { Move.PRIMARY_SHOOT }); this.MoveSecondaryAnims.Add(Move.ID_DICT["Flare"], new List <FrameAnim>() { Battle_Move_Anim_Flare }); // //Loading all move icons --- This can be a for loop like with the directory file count and stuff but ill do it later for (int i = 0; i < Move.ID_DICT.Keys.Count(); i++) { this.MoveIconTexDict.Add(i, content.Load <Texture2D>("Textures/Battle/Moves/Icons/" + Move.NAME_DICT[i])); } // this.Battle_FighterShadow = content.Load <Texture2D>("Textures/Battle/FighterShadow"); this.MoveDataStreamDirPath = this.contentPath + "/BattleData/MoveData"; List <String> moveFilePathList = Directory.GetFiles(MoveDataStreamDirPath).ToList(); for (int i = 0; i < moveFilePathList.Count(); i++) { //System.Diagnostics.Debug.WriteLine(moveFilePathList[i]); //MoveDataStreamList.Add(content.Load<FileStream>("BattleData/MoveData/" + moveFilePathList[i])); //This needs to be split to only include the name of the file, not the folder path or file extension } //EnemyData.Create(); //This makes new files for the enemy animation data; this should be commented out in the final version, it just exists toeract generate the binary files EnemyData.Construct(); //This reads the already-existing enemy animation data LoadBattleAssets(content, "Textures/Battle/Fighters"); MoveLoader.LoadContent(this); this.Debug_BoundsRect = content.Load <Texture2D>("Textures/World/Debug/boundsRect"); }