public Level() { _pacman = new AnimatedObject(5); _pacman.AddGeoemtry(Serialized.Meshes.Game.Pac_Man, Settings.MaterialYellow); _pacman.AddGeoemtry(Serialized.Meshes.Game.Pac_Man_Eyes, Settings.MaterialBlack); _gohsts = new List<AutoAnimatedObject>(); var blinky = new AutoAnimatedObject(1); blinky.AddGeoemtry(Serialized.Meshes.Game.Ghost_Body,Settings.MaterialRed); blinky.AddGeoemtry(Serialized.Meshes.Game.Ghost_Mouth, Settings.MaterialBlack); blinky.AddGeoemtry(Serialized.Meshes.Game.Clyde_Eyes, Settings.MaterialRed); _gohsts.Add(blinky); var pinky = new AutoAnimatedObject(1); pinky.AddGeoemtry(Serialized.Meshes.Game.Ghost_Body, Settings.MaterialRed); pinky.AddGeoemtry(Serialized.Meshes.Game.Ghost_Mouth, Settings.MaterialBlack); pinky.AddGeoemtry(Serialized.Meshes.Game.Clyde_Eyes, Settings.MaterialRed); _gohsts.Add(pinky); //_maze = new Maze(Serialized.Meshes.Game.Maze1,Set); //_pacman = new GameObject(Serialized.Meshes.Game.Pacman); //_gohsts = new List<GameObject>(4); // PointInfo.LoadPoints(Serialized.Locations.BallPoints.test); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // changing the back buffer size changes the window size (when in windowed mode) graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 660; graphics.ApplyChanges(); // Loding wall, bean and bigBean objects wall = new AnimatedObject(Content.Load <Texture2D>("mur"), new Vector2(0f, 0f), new Vector2(20f, 20f)); bean = new AnimatedObject(Content.Load <Texture2D>("bean"), new Vector2(0f, 0f), new Vector2(20f, 20f)); bigBean = new AnimatedObject(Content.Load <Texture2D>("gros_bean"), new Vector2(0f, 0f), new Vector2(20f, 20f)); //loading font _font = Content.Load <SpriteFont>("SpriteFont1"); //loading sounds beanEaten1 = Content.Load <SoundEffect>("PelletEat1"); beanEaten2 = Content.Load <SoundEffect>("PelletEat2"); pacmanDead = Content.Load <SoundEffect>("PacmanEaten"); ghostEaten = Content.Load <SoundEffect>("MonsterEaten"); siren = Content.Load <SoundEffect>("Siren").CreateInstance(); invincible = Content.Load <SoundEffect>("Invincible").CreateInstance(); //Loding animated characters animatedPacMan = new AnimatedPacMan(Content.Load <Texture2D>("pacmanDroite0"), new Vector2(0f, 0f), new Vector2(20f, 20f), pacManCharacter); listAnimatedGhosts = new List <AnimatedGhost>(); for (int i = 0; i < 4; i++) { listAnimatedGhosts.Add(new AnimatedGhost(Content.Load <Texture2D>("fantome" + i), new Vector2(0f, 0f), new Vector2(20f, 20f), listGhostCharacters.ElementAt(i))); } }