/// <summary> /// Handles adding of cubicles to the level /// </summary> /// <param name="cube">The cubicle to add to the level</param> public void addCubicle(Cubicle cube) { cubicles.Add(cube); foreach (GameObject go in cube.getObjects()) { if (go is Token) { Token t = (Token)go; tokens.Add(t); } else { objects.Add(go); } } walls.AddRange(cube.getWalls()); }
/// <summary> /// Handles adding of cubicles to the level /// </summary> /// <param name="cube">The cubicle to add to the level</param> public void addCubicle(Cubicle cube) { cubicles.Add(cube); foreach (GameObject go in cube.getObjects()) { if (go is Token) { Token t = (Token) go; tokens.Add(t); } else { objects.Add(go); } } walls.AddRange(cube.getWalls()); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); spriteBatch = new SpriteBatch(GraphicsDevice); width = 800; height = 520; midX = (width / 2); midY = (height - 40) / 2; factorySong = Content.Load<Song>("audio/songs/Factory1"); Song factorySong2 = Content.Load<Song>("audio/songs/Factory2"); Song streetSong = Content.Load<Song>("audio/songs/Streets1"); Song streetSong2 = Content.Load<Song>("audio/songs/Streets2"); Song officeSong = Content.Load<Song>("audio/songs/Office1"); Song officeSong2 = Content.Load<Song>("audio/songs/Office2"); SpriteFont font1 = Content.Load<SpriteFont>("fonts/font1"); SpriteFont font2 = Content.Load<SpriteFont>("fonts/font2"); SpriteFont font3 = Content.Load<SpriteFont>("fonts/font3"); font4 = Content.Load<SpriteFont>("fonts/font4"); SpriteFont font5 = Content.Load<SpriteFont>("fonts/font5"); SpriteFont font6 = Content.Load<SpriteFont>("fonts/font6"); cursor = Content.Load<Texture2D>("sprites/cursors/Cursor"); Texture2D targ = Content.Load<Texture2D>("sprites/cursors/TargetingCursor"); target = new Target(targ); Texture2D gradient = Content.Load<Texture2D>("ui/gradient"); Texture2D startMenu = Content.Load<Texture2D>("menus/Title Screen"); Texture2D controls = Content.Load<Texture2D>("menus/Controls"); Texture2D about = Content.Load<Texture2D>("menus/About"); SoundEffect hoverEffect = Content.Load<SoundEffect>("audio/sound effects/menuButtonSound"); TitleScreen title = new TitleScreen(startMenu, controls, about, cursor, font1, hoverEffect.CreateInstance(), "Title screen", true); PauseMenu pause = new PauseMenu(gradient, controls, cursor, font4, font5, hoverEffect.CreateInstance(), "Pause", false); Hint hint1 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "If only someone could give me the password, or if I could brute force it...", "Hint 1", false); Hint hint2 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "A laser and a key. I'll need to figure out a clever way to push the button.", "Hint 2", false); Hint hint3 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "So many buttons. I can't push all of them myself. Hmmm...", "Hint 3", false); Hint hint4 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "Looks like that button in the lava is deactivated. How do I fix that? Oh and look at all that gold!", "Hint 4", false); Hint hint5 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "This floor seems to prevent me from regenerating... Those enemies look dangerous.", "Hint 5", false); Hint hint6 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "Hmm... Those enemies are really pressin' my buttons. But maybe I should leave them alone.", "Hint 6", false); Hint hint7 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "I need to get to my parents! These lasers are in the way.", "Hint 7", false); Hint hint8 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "No more levels. Thanks for playing! May the box be with you.", "Hint 8", false); pause.addHint(hint1); pause.addHint(hint2); pause.addHint(hint3); pause.addHint(hint4); pause.addHint(hint5); pause.addHint(hint6); pause.addHint(hint7); pause.addHint(hint8); Texture2D numberpad = Content.Load<Texture2D>("ui/Keypad"); Numberpad numberPuzzle = new Numberpad(GraphicsDevice, numberpad, cursor, font4, "Numberpad", false); List<FrameSet> sets = new List<FrameSet>(); for (int i = 1; i < 4; i++) { Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) }; SoundEffect song = Content.Load<SoundEffect>("video/intro/audio/Frame " + i); FrameSet f = new FrameSet(frame, song); if (i == 1) { f.setActive(true); } sets.Add(f); } Texture2D[] a = new Texture2D[4]; SoundEffect sa = Content.Load<SoundEffect>("video/intro/audio/Frame 4-7"); for (int i = 4; i < 8; i++) { a[i - 4] = Content.Load<Texture2D>("video/intro/frames/Intro " + i); } FrameSet fa = new FrameSet(a, sa); sets.Add(fa); Texture2D[] b = new Texture2D[4]; SoundEffect sb = Content.Load<SoundEffect>("video/intro/audio/Frame 8-11"); for (int i = 8; i < 12; i++) { b[i - 8] = Content.Load<Texture2D>("video/intro/frames/Intro " + i); } FrameSet fb = new FrameSet(b, sb); sets.Add(fb); for (int i = 12; i < 16; i++) { Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) }; SoundEffect song = i == 14 ? null : Content.Load<SoundEffect>("video/intro/audio/Frame " + i); FrameSet f = new FrameSet(frame, song); sets.Add(f); } Texture2D[] c = new Texture2D[2]; SoundEffect sc = Content.Load<SoundEffect>("video/intro/audio/Frame 16-17"); for (int i = 16; i < 18; i++) { c[i - 16] = Content.Load<Texture2D>("video/intro/frames/Intro " + i); } FrameSet fc = new FrameSet(c, sc); sets.Add(fc); for (int i = 18; i < 42; i++) { Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) }; SoundEffect song = Content.Load<SoundEffect>("video/intro/audio/Frame " + i); FrameSet f = new FrameSet(frame, song); sets.Add(f); } ManualVideo intro = new ManualVideo(sets.ToArray(), "Intro video", true); List<FrameSet> oSets = new List<FrameSet>(); for (int i = 1; i < 3; i++) { Texture2D[] frame = { Content.Load<Texture2D>("video/outro/frames/Outro " + i) }; SoundEffect sound = Content.Load<SoundEffect>("video/outro/audio/Narration " + i); FrameSet dSet = new FrameSet(frame, sound); if (i == 1) { dSet.setActive(true); } oSets.Add(dSet); } ManualVideo outro = new ManualVideo(oSets.ToArray(), "Outro video", false); screens = new Screen[] { /*intro, */title, pause, numberPuzzle, outro }; SoundEffect boltSound = Content.Load<SoundEffect>("audio/sound effects/boltSound"); SoundEffect dashSound = Content.Load<SoundEffect>("audio/sound effects/dashSound"); SoundEffect buttonSound = Content.Load<SoundEffect>("audio/sound effects/buttonSound"); SoundEffect lavaSound = Content.Load<SoundEffect>("audio/sound effects/lavaSound"); SoundEffect paralyzeSound = Content.Load<SoundEffect>("audio/sound effects/paralyzeSound"); SoundEffect slowSound = Content.Load<SoundEffect>("audio/sound effects/slowSound"); Texture2D playur = Content.Load<Texture2D>("sprites/entities/player/Standing1"); Texture2D fireOrb = Content.Load<Texture2D>("sprites/projectiles/FireOrb"); Texture2D iceOrb = Content.Load<Texture2D>("sprites/projectiles/IceOrb"); Texture2D confusionOrb = Content.Load<Texture2D>("sprites/projectiles/ConfusionOrb"); Texture2D lightningOrb = Content.Load<Texture2D>("sprites/projectiles/LightningOrb"); Texture2D paralysisOrb = Content.Load<Texture2D>("sprites/projectiles/ParalysisOrb"); Texture2D health = Content.Load<Texture2D>("ui/HealthBarTexture"); Texture2D back = Content.Load<Texture2D>("ui/BackBarTexture"); Texture2D green = Content.Load<Texture2D>("ui/EnemyBarText"); Texture2D mana = Content.Load<Texture2D>("ui/ManaBarTexture"); Texture2D normBox = Content.Load<Texture2D>("sprites/objects/KeyOutline"); Texture2D nullBox = Content.Load<Texture2D>("sprites/objects/KeyOutlineNull"); Texture2D key = Content.Load<Texture2D>("sprites/objects/KeyFrame1"); //GAME OBJECTS Texture2D box = Content.Load<Texture2D>("sprites/objects/CardboardBox"); Texture2D desk = Content.Load<Texture2D>("sprites/objects/Desk"); GameObject desk1_1 = new GameObject(desk, new Vector2(125.0F, 70.0F), true); GameObject desk1_2 = new GameObject(desk, new Vector2(600.0F, 300.0F), true); GameObject box2_1 = new GameObject(box, new Vector2(730.0F, 200.0F), true); GameObject box3_1 = new GameObject(box, new Vector2(700.0F, 400.0F), true); GameObject box4_1 = new GameObject(box, new Vector2(280.0F, 20.0F), true); GameObject box4_2 = new GameObject(box, new Vector2(40.0F, 360.0F), true); GameObject box5_1 = new GameObject(box, new Vector2(120.0F, 320.0F), true); GameObject box5_2 = new GameObject(box, new Vector2(600.0F, 320.0F), true); GameObject box6_1 = new GameObject(box, new Vector2(40.0F, 340.0F), true); GameObject box6_2 = new GameObject(box, new Vector2(660.0F, 20.0F), true); GameObject box7_1 = new GameObject(box, new Vector2(40.0F, 380.0F), true); //COLLECTIBLES Texture2D bronze = Content.Load<Texture2D>("sprites/objects/BronzeBar"); Texture2D silver = Content.Load<Texture2D>("sprites/objects/SilverBar"); Texture2D gold = Content.Load<Texture2D>("sprites/objects/GoldBar"); SoundEffect barEffect = Content.Load<SoundEffect>("audio/sound effects/barSound"); Token token1_1 = new Token(bronze, new Vector2(midX + 260.0F, midY + 140.0F), barEffect, TokenType.Bronze); Token token1_2 = new Token(silver, new Vector2(midX, midY), barEffect, TokenType.Silver); Token token2_1 = new Token(silver, new Vector2(20.0F, 60.0F), barEffect, TokenType.Silver); Token token2_2 = new Token(gold, new Vector2(730.0F, 400.0F), barEffect, TokenType.Gold); Token token3_1 = new Token(silver, new Vector2(midX, midY), barEffect, TokenType.Silver); Token token3_2 = new Token(silver, new Vector2(midX + 100.0F, midY), barEffect, TokenType.Silver); Token token4_1 = new Token(gold, new Vector2(30.0F, 420.0F), barEffect, TokenType.Gold); Token token4_2 = new Token(gold, new Vector2(50.0F, 435.0F), barEffect, TokenType.Gold); Token token4_3 = new Token(bronze, new Vector2(400.0F, 380.0F), barEffect, TokenType.Bronze); Token token5_1 = new Token(gold, new Vector2(460F, 380.0F), barEffect, TokenType.Gold); Token token5_2 = new Token(gold, new Vector2(470.0F, 400.0F), barEffect, TokenType.Gold); Token token5_3 = new Token(silver, new Vector2(640.0F, 50.0F), barEffect, TokenType.Silver); //KEYS SoundEffect keyEffect = Content.Load<SoundEffect>("audio/sound effects/keySound"); Key key2_1 = new Key(key, new Vector2(45.0F, 60.0F), keyEffect); Key key3_1 = new Key(key, new Vector2(120.0F, 20.0F), keyEffect); Key key5_1 = new Key(key, new Vector2(300.0F, 380.0F), keyEffect); Key key6_1 = new Key(key, new Vector2(740.0F, 90.0F), keyEffect); //WALLS Texture2D wall = Content.Load<Texture2D>("sprites/objects/WallTexture"); //CUBICLES //level 1 cubicles Cubicle cube1_1 = new Cubicle(80.0F, 30.0F, 150, 150, this, Direction.East, wall); Cubicle cube1_2 = new Cubicle(80.0F, 280.0F, 150, 150, this, Direction.East, wall); Cubicle cube1_3 = new Cubicle(width - 230.0F, 30.0F, 150, 150, this, Direction.West, wall); Cubicle cube1_4 = new Cubicle(width - 230.0F, 280.0F, 150, 150, this, Direction.West, wall); cube1_1.addObject(desk1_1); cube1_4.addObject(desk1_2); //level 2 cubicles Cubicle cube2_1 = new Cubicle(0.0F, 0.0F, 150, 150, this, Direction.East, wall); Cubicle cube2_2 = new Cubicle(width - 160, 0.0F, 150, 150, this, Direction.West, wall); Cubicle cube2_3 = new Cubicle(120F, height - 41.0F - 160.0F, 150, 150, this, Direction.North, wall); Cubicle cube2_4 = new Cubicle(270F, height - 41.0F - 160.0F, 250, 150, this, Direction.North, wall); //level 3 cubicles Cubicle cube3_1 = new Cubicle(300.0F, 180.0F, 150, 150, this, Direction.West, wall); Cubicle cube3_2 = new Cubicle(640.0F, 0.0F, 150, 150, this, Direction.South, wall); Cubicle cube3_3 = new Cubicle(60.0F, 0.0F, 150, 90, this, Direction.South, wall); //level 4 cubicles Cubicle cube4_1 = new Cubicle(690.0F, 0.0F, 110, 110, this, Direction.West, wall); Cubicle cube4_2 = new Cubicle(0.0F, 340.0F, 150, 130, this, Direction.East, wall); //level 5 cubicles Cubicle cube5_1 = new Cubicle(-20.0F, 190.0F, 150, 120, this, Direction.East, wall); Cubicle cube5_2 = new Cubicle(width - 110.0F, 190.0F, 120, 120, this, Direction.West, wall); Cubicle cube5_3 = new Cubicle(240.0F, 20.0F, 150, 150, this, Direction.South, wall); Cubicle cube5_4 = new Cubicle(240.0F, 320.0F, 150, 150, this, Direction.North, wall); Cubicle cube5_5 = new Cubicle(400.0F, 20.0F, 150, 150, this, Direction.South, wall); Cubicle cube5_6 = new Cubicle(400.0F, 320.0F, 150, 150, this, Direction.North, wall); //level 6 cubicles Cubicle cube6_1 = new Cubicle(0.0F, 320.0F, 150, 150, this, Direction.North, wall); Cubicle cube6_2 = new Cubicle(640.0F, 0.0F, 150, 150, this, Direction.West, wall); //level 7 cubicles Cubicle cube7_1 = new Cubicle(640.0F, 180.0F, 140, 200, this, Direction.West, wall); Cubicle cube7_2 = new Cubicle(0.0F, 0.0F, 150, 150, this, Direction.East, wall); Cubicle cube7_3 = new Cubicle(0.0F, 340.0F, 150, 140, this, Direction.East, wall); //DOORS Texture2D door = Content.Load<Texture2D>("sprites/objects/DoorTexture"); Texture2D parents = Content.Load<Texture2D>("sprites/entities/npcs/MomDad"); Door door1to2 = new Door(door, null, new Vector2((width - 64.0F) / 2.0F, height - 51.0F), Direction.South, false, true, 64, 10, false); Door door2to1 = new Door(door, null, new Vector2((width - 64.0F) / 2.0F, 0.0F), Direction.North, false, false, 64, 10, true); Door door2to3 = new Door(door, null, new Vector2(width - 10.0F, height - 200.0F), Direction.East, false, true, 10, 64, false); Door door3to2 = new Door(door, null, new Vector2(0.0F, height - 200.0F), Direction.West, false, false, 10, 64, true); Door door3to4 = new Door(door, null, new Vector2(120.0F, 470.0F), Direction.South, false, true, 64, 10, false); Door door4to3 = new Door(door, null, new Vector2(140.0F, 0.0F), Direction.North, false, false, 64, 10, true); Door door4to5 = new Door(door, null, new Vector2(width - 10.0F, 360.0F), Direction.East, false, true, 10, 60, true); Door door5to4 = new Door(door, null, new Vector2(0.0F, 230.0F), Direction.West, false, false, 10, 60, true); Door door5to6 = new Door(door, null, new Vector2(width - 10.0F, 230.0F), Direction.East, false, true, 10, 64, false); Door door6to5 = new Door(door, null, new Vector2(0.0F, 10.0F), Direction.West, false, false, 10, 64, true); Door door6to7 = new Door(door, null, new Vector2(790.0F, 400.0F), Direction.West, false, true, 10, 64, false); Door door7to6 = new Door(door, null, new Vector2(0.0F, 230.0F), Direction.West, false, false, 10, 64, true); Door door7to8 = new Door(door, null, new Vector2(705.0F, 240.0F), Direction.West, false, true, parents.Width, parents.Height, true); //PITS, LASERS, and BARRIERS Texture2D HealthLaserV = Content.Load<Texture2D>("sprites/objects/HPLaser"); Texture2D HealthLaserH = Content.Load<Texture2D>("sprites/objects/HPLaserHorizontal"); Texture2D ManaLaserV = Content.Load<Texture2D>("sprites/objects/ManaLaser"); Texture2D ManaLaserH = Content.Load<Texture2D>("sprites/objects/ManaLaserHorizontal"); Texture2D[] barrier2_vertical = { Content.Load<Texture2D>("sprites/objects/Barrier3OV"), Content.Load<Texture2D>("sprites/objects/Barrier3CV") }; Texture2D[] barrier2_horizontal = { Content.Load<Texture2D>("sprites/objects/Barrier3OH"), Content.Load<Texture2D>("sprites/objects/Barrier3CH") }; SoundEffect laserEffect = Content.Load<SoundEffect>("audio/sound effects/laserSound"); SoundEffect barrierEffect = Content.Load<SoundEffect>("audio/sound effects/barrierSound"); HPLaser las2_1 = new HPLaser(HealthLaserV, new Vector2(630.0F, 12.0F), laserEffect.CreateInstance(), 140, 10); Barrier bar2_1 = new Barrier(barrier2_vertical, new Vector2(145.0F, 18.0F), barrierEffect.CreateInstance()); HPLaser las3_1 = new HPLaser(HealthLaserH, new Vector2(70.0F, 90.0F), laserEffect.CreateInstance(), 10, 140); Barrier bar3_1 = new Barrier(barrier2_vertical, new Vector2(300.0F, 190.0F), barrierEffect.CreateInstance()); Barrier bar3_2 = new Barrier(barrier2_horizontal, new Vector2(660.0F, 170.0F), barrierEffect.CreateInstance()); Texture2D[] smallLava = new Texture2D[16]; Texture2D[] bigLava = new Texture2D[16]; Texture2D[] water = new Texture2D[16]; string prefix = "00000"; for (int i = 0; i < smallLava.Length; i++) { int leading = 5 - i.ToString().Length; if (prefix.Length != leading) { prefix = prefix.Remove(0, 1); } smallLava[i] = Content.Load<Texture2D>("sprites/objects/small lava/Small_Lava_" + prefix + i); bigLava[i] = Content.Load<Texture2D>("sprites/objects/big lava/Big_Lava_" + prefix + i); water[i] = Content.Load<Texture2D>("sprites/objects/water/Game_Water_" + prefix + i); } LavaPit pit4_1 = new LavaPit(smallLava, new Vector2(0F, 120F), lavaSound.CreateInstance(), 100, 200); LavaPit pit4_2 = new LavaPit(bigLava, new Vector2(260F, 120F), lavaSound.CreateInstance(), 540, 200); HPLaser las4_1 = new HPLaser(HealthLaserH, new Vector2(100, 320F), laserEffect.CreateInstance(), 10, 160, false); HPLaser las4_2 = new HPLaser(HealthLaserV, new Vector2(640F, 320F), laserEffect.CreateInstance(), 160, 10); Barrier bar4_1 = new Barrier(barrier2_vertical, new Vector2(690F, 0F), barrierEffect.CreateInstance()); Barrier bar4_2 = new Barrier(barrier2_vertical, new Vector2(110F, 345F), barrierEffect.CreateInstance()); SoundEffect waterEffect = Content.Load<SoundEffect>("audio/sound effects/waterSound"); PlayerLimitationField lim5_1 = new PlayerLimitationField(water, new Vector2(120F, 200F), waterEffect.CreateInstance(), 560, 120); ManaLaser mlas5_1 = new ManaLaser(ManaLaserV, new Vector2(100.0F, 200.0F), laserEffect.CreateInstance(), 120, 10); HPLaser las5_1 = new HPLaser(HealthLaserV, new Vector2(690.0F, 200.0F), laserEffect.CreateInstance(), 120, 10); Barrier bar5_1 = new Barrier(barrier2_horizontal, new Vector2(255.0F, 170.0F), barrierEffect.CreateInstance(), true); //upper left Barrier bar5_2 = new Barrier(barrier2_horizontal, new Vector2(255.0F, 310.0F), barrierEffect.CreateInstance()); //lower left Barrier bar5_3 = new Barrier(barrier2_horizontal, new Vector2(415.0F, 170.0F), barrierEffect.CreateInstance(), true); //upper right Barrier bar5_4 = new Barrier(barrier2_horizontal, new Vector2(415.0F, 310.0F), barrierEffect.CreateInstance()); //lower right HPLaser las6_1 = new HPLaser(HealthLaserH, new Vector2(0.0F, 160.0F), laserEffect.CreateInstance(), 10, 800); //north h HPLaser las6_2 = new HPLaser(HealthLaserH, new Vector2(160.0F, 320.0F), laserEffect.CreateInstance(), 10, 640, false); //south h HPLaser las6_3 = new HPLaser(HealthLaserV, new Vector2(160.0F, 0.0F), laserEffect.CreateInstance(), 480, 10); //east v HPLaser las6_4 = new HPLaser(HealthLaserV, new Vector2(640.0F, 160.0F), laserEffect.CreateInstance(), 320, 10, false); //west v Barrier bar6_1 = new Barrier(barrier2_horizontal, new Vector2(15.0F, 320.0F), barrierEffect.CreateInstance()); Barrier bar6_2 = new Barrier(barrier2_vertical, new Vector2(640.0F, 15.0F), barrierEffect.CreateInstance()); HPLaser las7_1 = new HPLaser(HealthLaserV, new Vector2(640.0F, 190.0F), laserEffect.CreateInstance(), 130, 10, 50); //in front of parents HPLaser las7_2 = new HPLaser(HealthLaserH, new Vector2(0.0F, 170.0F), laserEffect.CreateInstance(), 10, 800, 10); //north h HPLaser las7_3 = new HPLaser(HealthLaserH, new Vector2(0.0F, 330.0F), laserEffect.CreateInstance(), 10, 800, 10); //south h Barrier bar7_1 = new Barrier(barrier2_vertical, new Vector2(150.0F, 15.0F), barrierEffect.CreateInstance()); Barrier bar7_2 = new Barrier(barrier2_vertical, new Vector2(145.0F, 355.0F), barrierEffect.CreateInstance()); //BUTTONS Texture2D buttonOn = Content.Load<Texture2D>("sprites/objects/PressButtonOn"); Texture2D buttonOff = Content.Load<Texture2D>("sprites/objects/PressButtonOff"); Texture2D buttonNull = Content.Load<Texture2D>("sprites/objects/PressButtonDeactivated"); SoundEffect pressEffect = Content.Load<SoundEffect>("audio/sound effects/buttonSound"); Texture2D[] button = { buttonOn, buttonOff, buttonNull }; BarrierButton barbutt2_1 = new BarrierButton(button, new Vector2(700.0F, 50.0F), pressEffect.CreateInstance(), false, false, bar2_1); BarrierButton barbutt3_1 = new BarrierButton(button, new Vector2(540.0F, 220.0F), pressEffect.CreateInstance(), false, false, bar3_1); BarrierButton barbutt3_2 = new BarrierButton(button, new Vector2(360.0F, 220.0F), pressEffect.CreateInstance(), false, false, bar3_2); LaserButton lasbutt3_1 = new LaserButton(button, new Vector2(700.0F, 40.0F), pressEffect.CreateInstance(), false, false, las3_1); BarrierButton barbutt4_1 = new BarrierButton(button, new Vector2(140.0F, 140.0F), pressEffect.CreateInstance(), false, false, bar4_1); BarrierButton barbutt4_2 = new BarrierButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, bar4_2); LaserButton lasbutt4_1 = new LaserButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, las4_1); LaserButton lasbutt4_2 = new LaserButton(button, new Vector2(460.0F, 160.0F), pressEffect.CreateInstance(), true, false, las4_2); //deactivated ActivateButton actbutt4_1 = new ActivateButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, lasbutt4_2); LaserButton lasbutt5_1 = new LaserButton(button, new Vector2(20.0F, 380F), pressEffect.CreateInstance(), false, false, mlas5_1); LaserButton lasbutt5_2 = new LaserButton(button, new Vector2(280.0F, 360F), pressEffect.CreateInstance(), false, false, las5_1); BarrierButton barbutt5_1 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_1); BarrierButton barbutt5_2 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_2); BarrierButton barbutt5_3 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_3); BarrierButton barbutt5_4 = new BarrierButton(button, new Vector2(700.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_4); LaserButton lasbutt6_1 = new LaserButton(button, new Vector2(460.0F, 40.0F), pressEffect.CreateInstance(), false, false, las6_1); LaserButton lasbutt6_2 = new LaserButton(button, new Vector2(460.0F, 40.0F), pressEffect.CreateInstance(), false, false, las6_2); LaserButton lasbutt6_3 = new LaserButton(button, new Vector2(280.0F, 200.0F), pressEffect.CreateInstance(), false, false, las6_3); LaserButton lasbutt6_4 = new LaserButton(button, new Vector2(280.0F, 200.0F), pressEffect.CreateInstance(), false, false, las6_4); BarrierButton barbutt6_1 = new BarrierButton(button, new Vector2(680.0F, 200.0F), pressEffect.CreateInstance(), false, false, bar6_1); BarrierButton barbutt6_2 = new BarrierButton(button, new Vector2(200.0F, 360.0F), pressEffect.CreateInstance(), true, false, bar6_2); //deactivated ActivateButton actbutt6_1 = new ActivateButton(button, new Vector2(40.0F, 200.0F), pressEffect.CreateInstance(), false, false, barbutt6_2); LaserButton lasbutt7_1 = new LaserButton(button, new Vector2(40.0F, 40.0F), pressEffect.CreateInstance(), false, false, las7_1); LaserButton lasbutt7_2 = new LaserButton(button, new Vector2(710.0F, 40.0F), pressEffect.CreateInstance(), false, false, las7_2); LaserButton lasbutt7_3 = new LaserButton(button, new Vector2(710.0F, 380.0F), pressEffect.CreateInstance(), false, false, las7_3); BarrierButton barbutt7_1 = new BarrierButton(button, new Vector2(710.0F, 40.0F), pressEffect.CreateInstance(), false, false, bar7_1); BarrierButton barbutt7_2 = new BarrierButton(button, new Vector2(40.0F, 40.0F), pressEffect.CreateInstance(), false, false, bar7_2); //NPCS Texture2D male1 = Content.Load<Texture2D>("sprites/entities/npcs/Standing1"); Texture2D hitsplat = Content.Load<Texture2D>("ui/Hitsplat"); Texture2D lineofsight = Content.Load<Texture2D>("ui/LOS"); SoundEffect deathEffect = Content.Load<SoundEffect>("audio/sound effects/deathSound"); Texture2D bubble = Content.Load<Texture2D>("sprites/thoughts/PassBubble1"); Vector2 offset = new Vector2(64.0F, -125.0F); //level 1 npcs Vector2 vec1_1 = new Vector2(430.0F, height - 135.0F); Vector2 vec1_2 = new Vector2(80.0F, 205.0F); Vector2 vec1_3 = new Vector2(666.0F, 205.0F); NpcDefinition def1_1 = new NpcDefinition(bubble, font2, vec1_1 + offset, "Normie", new string[] { "Johnny is seriously such a dimwit.", "Life as a guard is really boring...", "Mhmmm... vegetables.", "How much longer until my shift ends?", "Please, the password isn't 1337..." }, new int[] { 50, 50, 50, 50, 10 }); NpcDefinition def1_2 = new NpcDefinition(bubble, font2, vec1_2 + offset, "Normie2", new string[] { "I can't wait to get home.", "Doo doo doo doo doo...", "I wanna be at the movies with friends.", "I really hate my boss.", "Nobody will ever take away my INDEPENDENCE." }, new int[] { 30, 15, 10, 40, 50 }); NpcDefinition def1_3 = new NpcDefinition(bubble, font2, vec1_3 + offset + new Vector2(-64.0F, 0.0F), "Normie3", new string[] { "So close to Christmas, whoohoo!", "I wonder what my wife got me...", "Jingle bells, jingle bells...", "Ho ho ho!", "1776 was a great year." }, new int[] { 15, 20, 25, 20, 30 }); Npc npc1_1 = new Npc(this, male1, lineofsight, vec1_1, deathEffect.CreateInstance(), Direction.East, def1_1, 150, 5); Npc npc1_2 = new Npc(this, male1, lineofsight, vec1_2, deathEffect.CreateInstance(), Direction.East, def1_2, 150, 5); Npc npc1_3 = new Npc(this, male1, lineofsight, vec1_3, deathEffect.CreateInstance(), Direction.East, def1_3, 150, 5); //level 2 npcs Vector2 vec2_1 = new Vector2(550.0F, 50.0F); Vector2 vec2_2 = new Vector2(660.0F, 200.0F); Vector2 vec2_3 = new Vector2(100.0F, 400.0F); NpcDefinition def2_1 = new NpcDefinition(bubble, font2, vec2_1 + offset + new Vector2(0.0F, 64.0F), "Normie4", new string[] { "*yawn*", "If you touch that, you're done for." }, new int[] { 20, 30 }); NpcDefinition def2_2 = new NpcDefinition(bubble, font2, vec2_2 + offset, "Normie5", new string[] { "Do re mi fa so la ti do...", "There are 10 types of people in the world.", "I'd tell you a UDP joke, but you may not get it." }, new int[] { 15, 10, 20 }); NpcDefinition def2_3 = new NpcDefinition(bubble, font2, vec2_3 + offset, "Normie6", new string[] { "Pew pew pew!", "I love huskies!" }, new int[] { 30, 20 }); Npc npc2_1 = new Npc(this, male1, lineofsight, vec2_1, deathEffect.CreateInstance(), Direction.West, def2_1, 150, 5); Npc npc2_2 = new Npc(this, male1, lineofsight, vec2_2, deathEffect.CreateInstance(), Direction.West, def2_2, 150, 5); Npc npc2_3 = new Npc(this, male1, lineofsight, vec2_3, deathEffect.CreateInstance(), Direction.East, def2_3, 150, 5); //level 3 npcs Vector2 vec3_1 = new Vector2(420.0F, 100.0F); Vector2 vec3_2 = new Vector2(540.0F, 380.0F); NpcDefinition def3_1 = new NpcDefinition(bubble, font2, vec3_1 + offset, "Normie7", new string[] { "Protect the key. Protect the key.", "If I mess this up, I'm screwed." }, new int[] { 25, 25 }); NpcDefinition def3_2 = new NpcDefinition(bubble, font2, vec3_2 + offset, "Normie8", new string[] { "Quite frankly, C has no class..." }, new int[] { 1 }); Npc npc3_1 = new Npc(this, male1, lineofsight, vec3_1, deathEffect.CreateInstance(), Direction.West, def3_1, 150, 5); Npc npc3_2 = new Npc(this, male1, lineofsight, vec3_2, deathEffect.CreateInstance(), Direction.North, def3_2, 150, 5); //level 5 npcs Vector2 vec5_1 = new Vector2(256.0F, 95.0F); Vector2 vec5_2 = new Vector2(324.0F, 95.0F); Vector2 vec5_3 = new Vector2(416.0F, 95.0F); Vector2 vec5_4 = new Vector2(484.0F, 95.0F); NpcDefinition def5_1 = new NpcDefinition(bubble, font2, vec5_1 + offset + new Vector2(0.0F, 64.0F), "Normie9", new string[] { "If you even come near me..." }, new int[] { 1 }); NpcDefinition def5_2 = new NpcDefinition(bubble, font2, vec5_2 + offset, "Normie10", new string[0], new int[0]); NpcDefinition def5_3 = new NpcDefinition(bubble, font2, vec5_3 + offset, "Normie11", new string[] { "I'MMA FIRIN' MAH LAZER!!" }, new int[] { 1 }); NpcDefinition def5_4 = new NpcDefinition(bubble, font2, vec5_4 + offset, "Normie12", new string[0], new int[0]); Npc npc5_1 = new Npc(this, male1, null, vec5_1, deathEffect.CreateInstance(), Direction.South, def5_1, 150, 5); Npc npc5_2 = new Npc(this, male1, null, vec5_2, deathEffect.CreateInstance(), Direction.South, def5_2, 150, 5); Npc npc5_3 = new Npc(this, male1, null, vec5_3, deathEffect.CreateInstance(), Direction.South, def5_3, 150, 5); Npc npc5_4 = new Npc(this, male1, null, vec5_4, deathEffect.CreateInstance(), Direction.South, def5_4, 150, 5); //level 6 npcs Vector2 vec6_1 = new Vector2(370.0F, 40.0F); Vector2 vec6_2 = new Vector2(370.0F, 200.0F); NpcDefinition def6_1 = new NpcDefinition(bubble, font2, vec6_1 + offset + new Vector2(0.0F, 64.0F), "Normie13", new string[] { "I like my humans crispy.", "You're gonna get zapped." }, new int[] { 15, 20 }); NpcDefinition def6_2 = new NpcDefinition(bubble, font2, vec6_2 + offset, "Normie14", new string[] { "You're gonna need us to surive...", "UNCE UNCE UNCE UNCE" }, new int[] { 10, 20 }); Npc npc6_1 = new Npc(this, male1, lineofsight, vec6_1, deathEffect.CreateInstance(), Direction.East, def6_1, new int[0], 100, 6, 150, 5, false); Npc npc6_2 = new Npc(this, male1, lineofsight, vec6_2, deathEffect.CreateInstance(), Direction.East, def6_2, new int[0], 100, 6, 150, 5, false); //level 7 npcs Vector2 vec7_1 = new Vector2(710.0F, 40.0F); Vector2 vec7_2 = new Vector2(710.0F, 380.0F); NpcDefinition def7_1 = new NpcDefinition(bubble, font2, vec7_1 + offset + new Vector2(0.0F, 64.0F), "Normie15", new string[] { "Nobody gets past me" }, new int[] { 1 }); NpcDefinition def7_2 = new NpcDefinition(bubble, font2, vec7_2 + offset, "Normie16", new string[] { "Can't let the prisoners escape" }, new int[] { 1 }); Npc npc7_1 = new Npc(this, male1, lineofsight, vec7_1, deathEffect.CreateInstance(), Direction.West, def7_1, new int[0], 100, 6, 150, 5, false); Npc npc7_2 = new Npc(this, male1, lineofsight, vec7_2, deathEffect.CreateInstance(), Direction.West, def7_2, new int[0], 100, 6, 150, 5, false); SoundEffect hitEffect = Content.Load<SoundEffect>("audio/sound effects/hitSound"); midX = (graphics.PreferredBackBufferWidth - playur.Width) / 2; midY = (graphics.PreferredBackBufferHeight - playur.Height) / 2; //new Vector2(125.0F, 295.0F) player = new Player(playur, new Vector2(125.0F, 295.0F), deathEffect.CreateInstance(), Direction.South, 100, 3); player.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(player.getLocation().X + (hitsplat.Width / 2.0F), player.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); Projectile p = new Projectile(player, lightningOrb, 5, 250, 0.25F, boltSound); p.setDamage(25); player.setProjectile(p); Texture2D teleText = Content.Load<Texture2D>("ui/Telekinesis"); Texture2D dashText = Content.Load<Texture2D>("ui/Dash"); Texture2D mindText = Content.Load<Texture2D>("ui/Mind Read"); Texture2D confText = Content.Load<Texture2D>("ui/Confuse"); Texture2D slowText = Content.Load<Texture2D>("ui/Slowmo"); Texture2D boltText = Content.Load<Texture2D>("ui/Bolt"); AbilityIcon tk = new AbilityIcon(teleText, new Vector2(0.0F, height - 41.0F), font3, "Q"); AbilityIcon ds = new AbilityIcon(dashText, new Vector2(40.0F, height - 41.0F), font3, "W"); AbilityIcon mr = new AbilityIcon(mindText, new Vector2(80.0F, height - 41.0F), font3, "E"); AbilityIcon cf = new AbilityIcon(confText, new Vector2(120.0F, height - 41.0F), font3, "S"); AbilityIcon sm = new AbilityIcon(slowText, new Vector2(160.0F, height - 41.0F), font3, "A"); AbilityIcon bt = new AbilityIcon(boltText, new Vector2(200.0F, height - 41.0F), font3, "Space"); PowerBar powerBar = new PowerBar(new AbilityIcon[] { tk, ds, mr, cf, sm, bt }); KeyBox keyBox = new KeyBox(new Texture2D[] { normBox, nullBox, key }, new Vector2(750.0F, 20.0F)); playerManager = new PlayerManager(player, Content, new DisplayBar(health, font2, new Vector2(240.0F, height - 41.0F), back, 560, 20), new DisplayBar(mana, font2, new Vector2(240.0F, height - 21.0F), back, 560, 20), keyBox, powerBar); player.loadTextures(Content); npc1_1.loadNpcTextures(Content); npc1_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_1.getLocation().X, npc1_1.getLocation().Y - 5.0F), null, 64, 15)); npc1_1.getDisplayBar().setColor(Color.Red); npc1_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_1.getLocation().X + (hitsplat.Width / 2.0F), npc1_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc1_2.loadNpcTextures(Content); npc1_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_2.getLocation().X, npc1_2.getLocation().Y - 5.0F), null, 64, 15)); npc1_2.getDisplayBar().setColor(Color.Red); npc1_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_2.getLocation().X + (hitsplat.Width / 2), npc1_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc1_3.loadNpcTextures(Content); npc1_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_3.getLocation().X, npc1_3.getLocation().Y - 5.0F), null, 64, 15)); npc1_3.getDisplayBar().setColor(Color.Red); npc1_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_3.getLocation().X + (hitsplat.Width / 2), npc1_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc2_1.loadNpcTextures(Content); npc2_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_1.getLocation().X, npc2_1.getLocation().Y - 5.0F), null, 64, 15)); npc2_1.getDisplayBar().setColor(Color.Red); npc2_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_1.getLocation().X + (hitsplat.Width / 2), npc2_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc2_2.loadNpcTextures(Content); npc2_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_2.getLocation().X, npc2_2.getLocation().Y - 5.0F), null, 64, 15)); npc2_2.getDisplayBar().setColor(Color.Red); npc2_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_2.getLocation().X + (hitsplat.Width / 2), npc2_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc2_3.loadNpcTextures(Content); npc2_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_3.getLocation().X, npc2_3.getLocation().Y - 5.0F), null, 64, 15)); npc2_3.getDisplayBar().setColor(Color.Red); npc2_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_3.getLocation().X + (hitsplat.Width / 2), npc2_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc3_1.loadNpcTextures(Content); npc3_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc3_1.getLocation().X, npc3_1.getLocation().Y - 5.0F), null, 64, 15)); npc3_1.getDisplayBar().setColor(Color.Red); npc3_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc3_1.getLocation().X + (hitsplat.Width / 2), npc3_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc3_2.loadNpcTextures(Content); npc3_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc3_2.getLocation().X, npc3_2.getLocation().Y - 5.0F), null, 64, 15)); npc3_2.getDisplayBar().setColor(Color.Red); npc3_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc3_2.getLocation().X + (hitsplat.Width / 2), npc3_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc5_1.loadNpcTextures(Content); npc5_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_1.getLocation().X, npc5_1.getLocation().Y - 5.0F), null, 64, 15)); npc5_1.getDisplayBar().setColor(Color.Red); npc5_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_1.getLocation().X + (hitsplat.Width / 2), npc5_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc5_2.loadNpcTextures(Content); npc5_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_2.getLocation().X, npc5_2.getLocation().Y - 5.0F), null, 64, 15)); npc5_2.getDisplayBar().setColor(Color.Red); npc5_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_2.getLocation().X + (hitsplat.Width / 2), npc5_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc5_3.loadNpcTextures(Content); npc5_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_3.getLocation().X, npc5_3.getLocation().Y - 5.0F), null, 64, 15)); npc5_3.getDisplayBar().setColor(Color.Red); npc5_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_3.getLocation().X + (hitsplat.Width / 2), npc5_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc5_4.loadNpcTextures(Content); npc5_4.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_4.getLocation().X, npc5_4.getLocation().Y - 5.0F), null, 64, 15)); npc5_4.getDisplayBar().setColor(Color.Red); npc5_4.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_4.getLocation().X + (hitsplat.Width / 2), npc5_4.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc6_1.loadNpcTextures(Content); npc6_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc6_1.getLocation().X, npc6_1.getLocation().Y - 5.0F), null, 64, 15)); npc6_1.getDisplayBar().setColor(Color.Red); npc6_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc6_1.getLocation().X + (hitsplat.Width / 2), npc6_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc6_2.loadNpcTextures(Content); npc6_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc6_2.getLocation().X, npc6_2.getLocation().Y - 5.0F), null, 64, 15)); npc6_2.getDisplayBar().setColor(Color.Red); npc6_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc6_2.getLocation().X + (hitsplat.Width / 2), npc6_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc7_1.loadNpcTextures(Content); npc7_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc7_1.getLocation().X, npc7_1.getLocation().Y - 5.0F), null, 64, 15)); npc7_1.getDisplayBar().setColor(Color.Red); npc7_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc7_1.getLocation().X + (hitsplat.Width / 2), npc7_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); npc7_2.loadNpcTextures(Content); npc7_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc7_2.getLocation().X, npc7_2.getLocation().Y - 5.0F), null, 64, 15)); npc7_2.getDisplayBar().setColor(Color.Red); npc7_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc7_2.getLocation().X + (hitsplat.Width / 2), npc7_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance())); //LEVELS //LEVEL 1 List<GameObject> Level1Objects = new List<GameObject>(); Level1Objects.Add(door1to2); Level1Objects.Add(token1_1); Level1Objects.Add(token1_2); Texture2D l1 = Content.Load<Texture2D>("sprites/levels/Level1Map"); Level level1 = new Level(this, player, l1, new Npc[] { npc1_1, npc1_2, npc1_3 }, Level1Objects.ToArray(), 0); level1.addCubicle(cube1_1); level1.addCubicle(cube1_2); level1.addCubicle(cube1_3); level1.addCubicle(cube1_4); level1.setPlayerOrigin(new Vector2(125.0F, 295.0F)); level1.setPlayerReentryPoint(new Vector2(368.0F, 455.0F - 64.0F)); level1.setScreens(screens); level1.setSongs(factorySong, factorySong2); //LEVEL 2 List<GameObject> Level2Objects = new List<GameObject>(); Level2Objects.Add(door2to1); Level2Objects.Add(door2to3); Level2Objects.Add(box2_1); Level2Objects.Add(token2_1); Level2Objects.Add(token2_2); Level2Objects.Add(key2_1); Level2Objects.Add(las2_1); Level2Objects.Add(bar2_1); Level2Objects.Add(barbutt2_1); Texture2D l2 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level2 = new Level(this, player, l2, new Npc[] { npc2_1, npc2_2, npc2_3 }, Level2Objects.ToArray(), 1); level2.addCubicle(cube2_1); level2.addCubicle(cube2_2); level2.setPlayerOrigin(new Vector2(368.0F, 15.0F)); level2.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, height - 200.0F)); level2.setScreens(screens); level2.setSongs(factorySong, factorySong2); //LEVEL 3 List<GameObject> Level3Objects = new List<GameObject>(); Level3Objects.Add(door3to2); Level3Objects.Add(door3to4); Level3Objects.Add(box3_1); Level3Objects.Add(las3_1); Level3Objects.Add(bar3_1); Level3Objects.Add(bar3_2); Level3Objects.Add(barbutt3_1); Level3Objects.Add(barbutt3_2); Level3Objects.Add(lasbutt3_1); Level3Objects.Add(key3_1); Texture2D l3 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level3 = new Level(this, player, l3, new Npc[] { npc3_1, npc3_2 }, Level3Objects.ToArray(), 2); level3.addCubicle(cube3_1); level3.addCubicle(cube3_2); level3.addCubicle(cube3_3); level3.setPlayerOrigin(new Vector2(15.0F, height - 200.0F)); level3.setPlayerReentryPoint(new Vector2(120.0F, 455.0F - 64.0F)); level3.setScreens(screens); level3.setSongs(streetSong, streetSong2); //LEVEL 4 List<GameObject> Level4Objects = new List<GameObject>(); Level4Objects.Add(door4to3); Level4Objects.Add(door4to5); Level4Objects.Add(token4_1); Level4Objects.Add(token4_2); Level4Objects.Add(token4_3); Level4Objects.Add(box4_1); Level4Objects.Add(box4_2); Level4Objects.Add(pit4_1); Level4Objects.Add(pit4_2); Level4Objects.Add(bar4_1); Level4Objects.Add(bar4_2); Level4Objects.Add(las4_1); Level4Objects.Add(las4_2); Level4Objects.Add(barbutt4_1); Level4Objects.Add(barbutt4_2); Level4Objects.Add(lasbutt4_1); Level4Objects.Add(lasbutt4_2); Level4Objects.Add(actbutt4_1); Texture2D l4 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level4 = new Level(this, player, l4, new Npc[] { }, Level4Objects.ToArray(), 3); level4.addCubicle(cube4_1); level4.addCubicle(cube4_2); level4.setPlayerOrigin(new Vector2(140.0F, 15.0F)); level4.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 360.0F)); level4.setScreens(screens); level4.setSongs(streetSong, streetSong2); //LEVEL 5 List<GameObject> Level5Objects = new List<GameObject>(); Level5Objects.Add(door5to4); Level5Objects.Add(door5to6); Level5Objects.Add(box5_1); Level5Objects.Add(box5_2); Level5Objects.Add(key5_1); Level5Objects.Add(token5_1); Level5Objects.Add(token5_2); Level5Objects.Add(token5_3); Level5Objects.Add(mlas5_1); Level5Objects.Add(las5_1); Level5Objects.Add(lim5_1); Level5Objects.Add(bar5_1); Level5Objects.Add(bar5_2); Level5Objects.Add(bar5_3); Level5Objects.Add(bar5_4); Level5Objects.Add(lasbutt5_1); Level5Objects.Add(lasbutt5_2); Level5Objects.Add(barbutt5_1); Level5Objects.Add(barbutt5_2); Level5Objects.Add(barbutt5_3); Level5Objects.Add(barbutt5_4); Texture2D l5 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level5 = new Level(this, player, l5, new Npc[] { npc5_1, npc5_2, npc5_3, npc5_4 }, Level5Objects.ToArray(), 4); level5.addCubicle(cube5_1); level5.addCubicle(cube5_2); level5.addCubicle(cube5_3); level5.addCubicle(cube5_4); level5.addCubicle(cube5_5); level5.addCubicle(cube5_6); level5.setPlayerOrigin(new Vector2(15.0F, 230.0F)); level5.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 230.0F)); level5.setScreens(screens); level5.setSongs(officeSong, officeSong2); //LEVEL 6 List<GameObject> Level6Objects = new List<GameObject>(); Level6Objects.Add(door6to5); Level6Objects.Add(door6to7); Level6Objects.Add(las6_1); Level6Objects.Add(las6_2); Level6Objects.Add(las6_3); Level6Objects.Add(las6_4); Level6Objects.Add(bar6_1); Level6Objects.Add(bar6_2); Level6Objects.Add(lasbutt6_1); Level6Objects.Add(lasbutt6_2); Level6Objects.Add(lasbutt6_3); Level6Objects.Add(lasbutt6_4); Level6Objects.Add(barbutt6_1); Level6Objects.Add(barbutt6_2); Level6Objects.Add(actbutt6_1); Level6Objects.Add(box6_1); Level6Objects.Add(box6_2); Level6Objects.Add(key6_1); Texture2D l6 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level6 = new Level(this, player, l6, new Npc[] { npc6_1, npc6_2 }, Level6Objects.ToArray(), 5); level6.addCubicle(cube6_1); level6.addCubicle(cube6_2); level6.setPlayerOrigin(new Vector2(20.0F, 10.0F)); level6.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 400.0F)); level6.setScreens(screens); level6.setSongs(officeSong, officeSong2); //LEVEL 7 List<GameObject> Level7Objects = new List<GameObject>(); Level7Objects.Add(door7to6); Level7Objects.Add(door7to8); Level7Objects.Add(las7_1); Level7Objects.Add(las7_2); Level7Objects.Add(las7_3); Level7Objects.Add(lasbutt7_1); Level7Objects.Add(lasbutt7_2); Level7Objects.Add(lasbutt7_3); Level7Objects.Add(bar7_1); Level7Objects.Add(bar7_2); Level7Objects.Add(barbutt7_1); Level7Objects.Add(barbutt7_2); Level7Objects.Add(box7_1); Texture2D l7 = Content.Load<Texture2D>("sprites/levels/Level1"); Level level7 = new Level(this, player, l7, new Npc[] { npc7_1, npc7_2 }, Level7Objects.ToArray(), 6); level7.addCubicle(cube7_1); level7.addCubicle(cube7_2); level7.addCubicle(cube7_3); level7.setPlayerOrigin(new Vector2(15.0F, 220.0F)); level7.setPlayerReentryPoint(new Vector2(15.0F, 220.0F)); level7.setScreens(screens); level7.setSongs(streetSong, officeSong2); levels = new List<Level>(); levels.Add(level1); levels.Add(level2); levels.Add(level3); levels.Add(level4); levels.Add(level5); levels.Add(level6); levels.Add(level7); level = levels[0]; levelIndex = 0; SoundEffect readEffect = Content.Load<SoundEffect>("audio/sound effects/mindreadSound"); MindRead read = new MindRead(20, 200, 100); read.setPlayerManager(playerManager); read.setEffect(readEffect); inputManager = new InputManager(this, player, level, target, playerManager, screens, read); keyBox.update(inputManager); level.setInputManager(inputManager); inputManager.setDeathManager(new DeathManager(inputManager)); pixel = new Texture2D(GraphicsDevice, 1, 1); pixel.SetData(new Color[] { Color.White }); Projectile n1_1 = new Projectile(npc1_1, fireOrb, 5, 250, boltSound); n1_1.setDamage(33); Projectile n1_2 = new Projectile(npc1_2, lightningOrb, 10, 500, boltSound); n1_2.setDamage(75); Projectile n1_3 = new Projectile(npc1_3, iceOrb, 7, 333, boltSound); n1_3.setDamage(20); Projectile n2_1 = new Projectile(npc2_1, iceOrb, 5, 250, boltSound); n2_1.setDamage(33); Projectile n2_2 = new Projectile(npc2_2, iceOrb, 10, 500, boltSound); n2_2.setDamage(33); Projectile n2_3 = new Projectile(npc2_3, iceOrb, 7, 333, boltSound); n2_3.setDamage(20); Projectile n3_1 = new Projectile(npc3_1, lightningOrb, 5, 250, boltSound); n3_1.setDamage(33); Projectile n3_2 = new Projectile(npc3_2, lightningOrb, 10, 500, boltSound); n3_2.setDamage(33); Projectile n5_1 = new Projectile(npc5_1, fireOrb, 7, 333, boltSound); n5_1.setDamage(30); Projectile n5_2 = new Projectile(npc5_2, fireOrb, 7, 333, boltSound); n5_2.setDamage(30); Projectile n5_3 = new Projectile(npc5_3, fireOrb, 7, 333, boltSound); n5_3.setDamage(30); Projectile n5_4 = new Projectile(npc5_4, fireOrb, 7, 333, boltSound); n5_4.setDamage(30); Projectile n6_1 = new Projectile(npc6_1, lightningOrb, 7, 333, boltSound); n6_1.setDamage(25); Projectile n6_2 = new Projectile(npc6_2, lightningOrb, 7, 333, boltSound); n6_2.setDamage(25); Projectile n7_1 = new Projectile(npc7_1, lightningOrb, 7, 333, boltSound); n7_1.setDamage(25); Projectile n7_2 = new Projectile(npc7_2, lightningOrb, 7, 333, boltSound); n7_2.setDamage(25); npc1_1.setPath(new AIPath(npc1_1, this, new int[] { midX - 105, midY - 180, midX + 120, midY + 165 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.West, Direction.North, Direction.East, Direction.South })); npc1_1.setProjectile(n1_1); npc1_2.setPath(new AIPath(npc1_2, this, new int[] { 80, 175 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East })); npc1_2.setProjectile(n1_2); npc1_3.setPath(new AIPath(npc1_3, this, new int[] { 570, 665 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East })); npc1_3.setProjectile(n1_3); npc2_1.setPath(new AIPath(npc2_1, this, new int[] { 200, 550 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East })); npc2_1.setProjectile(n2_1); npc2_2.setPath(new AIPath(npc2_2, this, new int[] { 180, 660 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East })); npc2_2.setProjectile(n2_2); npc2_3.setPath(new AIPath(npc2_3, this, new int[] { 600, 300, 100, 400 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.East, Direction.North, Direction.West, Direction.South })); npc2_3.setProjectile(n2_3); npc3_1.setPath(new AIPath(npc3_1, this, new int[] { 100, 360, 100, 420 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.West, Direction.South, Direction.North, Direction.East })); npc3_1.setProjectile(n3_1); npc3_2.setPath(new AIPath(npc3_2, this, new int[] { 80, 380 }, new int[] { 60, 60 }, new Direction[] { Direction.North, Direction.South })); npc3_2.setProjectile(n3_2); npc5_1.setProjectile(n5_1); npc5_2.setProjectile(n5_2); npc5_3.setProjectile(n5_3); npc5_4.setProjectile(n5_4); npc6_1.setPath(new AIPath(npc6_1, this, new int[] { 550, 370 }, new int[] { 20, 20 }, new Direction[] { Direction.East, Direction.West })); npc6_1.setProjectile(n6_1); npc6_2.setPath(new AIPath(npc6_2, this, new int[] { 190, 370 }, new int[] { 20, 20 }, new Direction[] { Direction.West, Direction.East })); npc6_2.setProjectile(n6_2); npc7_1.setPath(new AIPath(npc7_1, this, new int[] { 560, 190, 300, 440, 40, 710 }, new int[] { 20, 20, 20, 20, 20, 220 }, new Direction[] { Direction.West, Direction.South, Direction.West, Direction.East, Direction.North, Direction.East })); npc7_1.setProjectile(n7_1); npc7_2.setPath(new AIPath(npc7_2, this, new int[] { 560, 270, 300, 440, 380, 710 }, new int[] { 20, 20, 20, 20, 20, 220 }, new Direction[] { Direction.West, Direction.North, Direction.West, Direction.East, Direction.South, Direction.East })); npc7_2.setProjectile(n7_2); }