public void LoadAssets()
        {
            // Load textures
            foregroundTexture = Load<Texture2D>("Textures/Backgrounds/gameplay_screen");
            cloud1Texture = Load<Texture2D>("Textures/Backgrounds/cloud1");
            cloud2Texture = Load<Texture2D>("Textures/Backgrounds/cloud2");
            mountainTexture = Load<Texture2D>("Textures/Backgrounds/mountain");
            skyTexture = Load<Texture2D>("Textures/Backgrounds/sky");
            defeatTexture = Load<Texture2D>("Textures/Backgrounds/defeat");
            victoryTexture = Load<Texture2D>("Textures/Backgrounds/victory");
            hudBackgroundTexture = Load<Texture2D>("Textures/HUD/hudBackground");
            windArrowTexture = Load<Texture2D>("Textures/HUD/windArrow");
            ammoTypeTexture = Load<Texture2D>("Textures/HUD/ammoType");
            // Load font
            hudFont = Load<SpriteFont>("Fonts/HUDFont");

            // Define initial cloud position
            cloud1Position = new Vector2(224 - cloud1Texture.Width, 32);
            cloud2Position = new Vector2(64, 90);

            // Define initial HUD positions
            playerHUDPosition = new Vector2(7, 7);
            computerHUDPosition = new Vector2(613, 7);
            windArrowPosition = new Vector2(345, 46);

            // Initialize human & AI players
            player = new Human(ScreenManager.Game, ScreenManager.SpriteBatch);
            player.Initialize();
            player.Name = "Player";

            computer = new AI(ScreenManager.Game, ScreenManager.SpriteBatch);
            computer.Initialize();
            computer.Name = "Phone";

            // Identify enemies
            player.Enemy = computer;
            computer.Enemy = player;
        }
		void SendCatapultInfo (MessageType messageType,  Human player)
		{
			packetWriter.Write((int)messageType);
			catapultInfoVector.X = player.Catapult.ShotStrength;
			catapultInfoVector.Y = player.Catapult.ShotVelocity;
			catapultInfoVector.Z = player.ArrowScale;
			packetWriter.Write(catapultInfoVector);

			// Update our locally controlled catapults, and send their
			// latest position data to everyone in the session.
			foreach (LocalNetworkGamer gamer in NetworkSession.LocalGamers) {
				gamer.SendData(packetWriter, SendDataOptions.ReliableInOrder);
			}
		}
Example #3
0
        public void LoadAssets()
        {
            // Load textures
            foregroundTexture = Load<Texture2D>("Textures/Backgrounds/gameplay_screen");
            cloud1Texture = Load<Texture2D>("Textures/Backgrounds/cloud1");
            cloud2Texture = Load<Texture2D>("Textures/Backgrounds/cloud2");
            mountainTexture = Load<Texture2D>("Textures/Backgrounds/mountain");
            skyTexture = Load<Texture2D>("Textures/Backgrounds/sky");
            defeatTexture = Load<Texture2D>("Textures/Backgrounds/defeat");
            victoryTexture = Load<Texture2D>("Textures/Backgrounds/victory");
            hudBackgroundTexture = Load<Texture2D>("Textures/HUD/hudBackground");
            windArrowTexture = Load<Texture2D>("Textures/HUD/windArrow");
            ammoTypeTexture = Load<Texture2D>("Textures/HUD/ammoType");
            // Load font
            hudFont = Load<SpriteFont>("Fonts/HUDFont");

            // Define initial cloud position
            cloud1Position = new Vector2(224 - cloud1Texture.Width, 32);
            cloud2Position = new Vector2(64, 90);

            // Define initial HUD positions
            playerHUDPosition = new Vector2(7, 7);
            computerHUDPosition = new Vector2(613, 7);
            windArrowPosition = new Vector2(345, 46);

            // Initialize human & AI players
            player = new Human(ScreenManager.Game, ScreenManager.SpriteBatch);
            player.Initialize();
            player.Name = "Player";

            computer = new AI(ScreenManager.Game, ScreenManager.SpriteBatch);
            computer.Initialize();
            computer.Name = "Phone";

            // Identify enemies
            player.Enemy = computer;
            computer.Enemy = player;

            base.LoadContent();

            if (PhoneApplicationService.Current.StartupMode ==
             StartupMode.Activate)
            {
                player.Score = int.Parse(PhoneApplicationService.Current.State["playerScore"].ToString());
                computer.Score = int.Parse(PhoneApplicationService.Current.State["computerScore"].ToString());
                isHumanTurn = !bool.Parse(PhoneApplicationService.Current.State["isHumanTurn"].ToString());

                wind = Vector2.Zero;
                changeTurn = true;
                computer.Catapult.CurrentState = CatapultState.Reset;
            }
            else
                // Start the game
                Start();
        }
		public void LoadAssets ()
		{

			NetworkSession = ScreenManager.Game.Services.GetService (typeof(NetworkSession)) as NetworkSession;
			IsNetworking = NetworkSession != null;

			// Load textures
			foregroundTexture = Load<Texture2D> ("Textures/Backgrounds/gameplay_screen");
			cloud1Texture = Load<Texture2D> ("Textures/Backgrounds/cloud1");
			cloud2Texture = Load<Texture2D> ("Textures/Backgrounds/cloud2");
			mountainTexture = Load<Texture2D> ("Textures/Backgrounds/mountain");
			skyTexture = Load<Texture2D> ("Textures/Backgrounds/sky");
			defeatTexture = Load<Texture2D> ("Textures/Backgrounds/defeat");
			victoryTexture = Load<Texture2D> ("Textures/Backgrounds/victory");
			hudBackgroundTexture = Load<Texture2D> ("Textures/HUD/hudBackground");
			windArrowTexture = Load<Texture2D> ("Textures/HUD/windArrow");
			ammoTypeTexture = Load<Texture2D> ("Textures/HUD/ammoType");
			// Load font
			hudFont = Load<SpriteFont> ("Fonts/HUDFont");

			// Define initial cloud position
			cloud1Position = new Vector2 (224 - cloud1Texture.Width, 32);
			cloud2Position = new Vector2 (64, 90);

			// Define initial HUD positions
			playerOneHUDPosition = new Vector2 (7, 7);
			computerHUDPosition = new Vector2 (613, 7);
			windArrowPosition = new Vector2 (345, 46);


			// Initialize human & other players
			if (IsNetworking) {

				if (NetworkSession.RemoteGamers.Count > 0) {
					if (NetworkSession.IsHost) {
						playerOne = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Left);
						playerOne.Initialize ();
						playerOne.Name = NetworkSession.LocalGamers [0].Gamertag + " (host)";
						playerTwo = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Right);
						playerTwo.Initialize ();
						playerTwo.Name = NetworkSession.RemoteGamers [0].Gamertag;
					} else {
						playerOne = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Left);
						playerOne.Initialize ();
						playerOne.Name = NetworkSession.RemoteGamers [0].Gamertag + " (host)";
						playerTwo = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Right);
						playerTwo.Initialize ();
						playerTwo.Name = NetworkSession.LocalGamers [0].Gamertag;
					}
				}
				else {
					playerOne = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Left);
					playerOne.Initialize ();
					playerOne.Name = NetworkSession.LocalGamers [0].Gamertag + " (host)";
					playerTwo = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Right);
					playerTwo.Initialize ();
					playerTwo.Name = "Player 2";
					IsNetworking = false;
					NetworkSession.Dispose();
					NetworkSession = null;
				}
			} else {
				playerOne = new Human (ScreenManager.Game, ScreenManager.SpriteBatch, PlayerSide.Left);
				playerOne.Initialize ();
				playerOne.Name = "Player 1";
				playerTwo = new AI (ScreenManager.Game, ScreenManager.SpriteBatch);
				playerTwo.Initialize ();
				playerTwo.Name = "Player 2";
			}

			// Identify enemies
			playerOne.Enemy = playerTwo;
			playerTwo.Enemy = playerOne;
		}