/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { lightmask = Content.Load<Texture2D>("lightmask"); lightEffect = Content.Load<Effect>("lighting"); //background = Content.Load<Texture2D>("background"); //bg2 = Content.Load<Texture2D>("bg2"); flameTexture = Content.Load<Texture2D>("Torches/torch1"); cursor = Content.Load<Texture2D>("cursor"); bgHolder = Content.Load<Texture2D>("wally"); backgrounds.Add(bgHolder); bgHolder = Content.Load<Texture2D>("wally2"); backgrounds.Add(bgHolder); bgHolder = Content.Load<Texture2D>("wally"); backgrounds.Add(bgHolder); bgHolder = Content.Load<Texture2D>("wally2"); backgrounds.Add(bgHolder); bgHolder = Content.Load<Texture2D>("rocky1"); rocks.Add(bgHolder); bgHolder = Content.Load<Texture2D>("rocky2"); rocks.Add(bgHolder); bgHolder = Content.Load<Texture2D>("rocky1"); rocks.Add(bgHolder); bgHolder = Content.Load<Texture2D>("rocky2"); rocks.Add(bgHolder); font = Content.Load<SpriteFont>("Font"); fontLocation = new Vector2(0.0f, graphics.GraphicsDevice.Viewport.Height-25); fontTime = 0; bgmusic = Content.Load<Song>("Audio/MP3s/song2"); platformTextures = new Texture2D[17]; platformTextures[0] = Content.Load<Texture2D>("Platforms/endcap_left"); platformTextures[1] = Content.Load<Texture2D>("Platforms/endcap_right"); for (int i = 0; i < platformTextures.Length - 3; i++) { platformTextures[i + 2] = Content.Load<Texture2D>("Platforms/segment" + Convert.ToString(i+1)); } pHolder = Content.Load<Texture2D>("running/lofwalking10001"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10002"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10003"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10004"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10005"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10006"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10007"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10008"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10009"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10010"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10011"); playerAnimation.Add(pHolder); pHolder = Content.Load<Texture2D>("running/lofwalking10012"); playerAnimation.Add(pHolder); playerAnim = new Animation(1, playerAnimation); world.addPlatform(new Rectangle(100, 200, 150, 25), Content.Load<Texture2D>("Platform"), platformTextures, randomNumber); world.addPlatform(new Rectangle(300, 200, 150, 25), Content.Load<Texture2D>("Platform"), platformTextures, randomNumber); world.addPlatform(new Rectangle(550, 150, 150, 25), Content.Load<Texture2D>("Platform"), platformTextures, randomNumber); world.addPlatform(new Rectangle(800, 175, 150, 25), Content.Load<Texture2D>("Platform"), platformTextures, randomNumber); playerTexture = Content.Load<Texture2D>("dude"); player = new Player(playerTexture, graphics, world, flameTexture); player.animCycle = playerAnim; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var param = graphics.GraphicsDevice.PresentationParameters; scene = new RenderTarget2D(graphics.GraphicsDevice, param.BackBufferWidth, param.BackBufferHeight); mask = new RenderTarget2D(graphics.GraphicsDevice, param.BackBufferWidth, param.BackBufferHeight); menu = new MainMenu(Content, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); MediaPlayer.Play(bgmusic); MediaPlayer.IsRepeating = true; //Powerups torchTexture = Content.Load<Texture2D>("Torches/torch1"); torchPowerupPos = new Vector2(0,0); torchPowerup = new Powerup(torchTexture, torchPowerupPos, 3); //bg2 = Content.Load<Texture2D>("bg2"); //bg3 = Content.Load<Texture2D>("bg3"); /*bgs[0] = background; bgs[1] = background; bgs[2] = background; rects[0] = new Rectangle(0, 0, background.Width, background.Height); rects[1] = new Rectangle(background.Width, 0, background.Width, background.Height); rects[2] = new Rectangle(background.Width, 0, background.Width, background.Height); */ rects = new Rectangle[backgrounds.Count]; rockrects = new Rectangle[rocks.Count]; rects[0] = new Rectangle(0, 0, backgrounds[0].Width, backgrounds[0].Height); rockrects[0] = new Rectangle(0, 0, rocks[0].Width, rocks[0].Height); for (int i = 1; i < rects.Length; i++) { rects[i] = new Rectangle((rects[i - 1].X + rects[i - 1].Width), 0, backgrounds[i].Width, backgrounds[i].Height); } for (int i = 1; i < rockrects.Length; i++) { rockrects[i] = new Rectangle((rockrects[i - 1].X + rockrects[i - 1].Width), 0, rocks[i].Width, rocks[i].Height); } backObj = new Background(rects); world.bg = backObj; rockObj = new Background(rockrects); world.rocks = rockObj; }
protected override void Update(GameTime gameTime) { if (!menu.isActive) { world.shrinkLight(); fontTime++; currState = Keyboard.GetState(); // Allows the game to exit if (currState.IsKeyDown(Keys.Escape) && !prevState.IsKeyDown(Keys.Escape)) { menu = new PauseMenu(Content, new Rectangle(graphics.PreferredBackBufferWidth, 0, 500, graphics.PreferredBackBufferHeight), world, torchPowerup); } player.move(currState, prevState, torchPowerup); player.checkState(); if (player.Location.Y >= graphics.PreferredBackBufferHeight - player.Body.Height) { menu = new GameOver(Content, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), world, torchPowerup); } world.checkForTorches(player, torchPowerup); //Save our kbstate prevState = currState; sizeFactor = world.sizeFactor; rects = world.bg.rects; rockrects = world.rocks.rects; world.checkFallingPlatforms(3); /*if (currState.IsKeyDown(Keys.Right) || currState.IsKeyDown(Keys.D)) { world.movePlatforms(5); }*/ } else { currMouse = Mouse.GetState(); mouseLoc = new Vector2(currMouse.X, currMouse.Y); menu.Update(gameTime); prevMouse = currMouse; } base.Update(gameTime); }
public void act(Menu.actFunction func) { func(); }