// LOAD CONTENT BEGIN<========================================================= protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); songs[0] = Content.Load <Song>("Sounds/intro"); songs[1] = Content.Load <Song>("Sounds/end"); // songs[2] = Content.Load<Song>("Sounds/win"); endScreen = Content.Load <Texture2D>("Screens/loseScreen"); beginScreen = Content.Load <Texture2D>("Screens/introScreen"); winScreen = Content.Load <Texture2D>("Screens/winScreen"); bullet_Sprite = Content.Load <Texture2D>("World/bullet"); heart_Sprite = Content.Load <Texture2D>("World/heart"); eyeEnemy_Sprite = Content.Load <Texture2D>("Monsters/eyeEnemy"); snakeEnemy_Sprite = Content.Load <Texture2D>("Monsters/snakeEnemy"); bush_Sprite = Content.Load <Texture2D>("Collisions/bush"); tree_Sprite = Content.Load <Texture2D>("Collisions/tree"); player_Sprite = Content.Load <Texture2D>("Player/player"); playerUp_Sprite = Content.Load <Texture2D>("Player/PlayerUp"); playerRight_Sprite = Content.Load <Texture2D>("Player/playerRight"); playerLeft_Sprite = Content.Load <Texture2D>("Player/playerLeft"); playerDown_Sprite = Content.Load <Texture2D>("Player/playerDown"); zombieFront_Sprite = Content.Load <Texture2D>("Zombie1/zombieFront"); zombieDown_Sprite = Content.Load <Texture2D>("Zombie1/zombie1Down"); zombieUp_Sprite = Content.Load <Texture2D>("Zombie1/zombie1Up"); zombieLeft_Sprite = Content.Load <Texture2D>("Zombie1/zombie1Left"); zombieRight_Sprite = Content.Load <Texture2D>("Zombie1/zombie1Right"); //AnimatedSprite zombieWalkDown = new AnimatedSprite(zombieDown_Sprite, 1, 4); //AnimatedSprite zombieWalkUp = new AnimatedSprite(zombieUp_Sprite, 1, 4); //AnimatedSprite zombieWalkLeft = new AnimatedSprite(zombieLeft_Sprite, 1, 4); //AnimatedSprite zombieWalkRight = new AnimatedSprite(zombieRight_Sprite, 1, 4); AnimatedSprite playerWalkDown = new AnimatedSprite(playerDown_Sprite, 1, 4); AnimatedSprite playerWalkUp = new AnimatedSprite(playerUp_Sprite, 1, 4); AnimatedSprite playerWalkLeft = new AnimatedSprite(playerLeft_Sprite, 1, 4); AnimatedSprite playerWalkRight = new AnimatedSprite(playerRight_Sprite, 1, 4); player.animations[0] = playerWalkDown; player.animations[1] = playerWalkUp; player.animations[2] = playerWalkLeft; player.animations[3] = playerWalkRight; screen = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); myMap = Content.Load <TiledMap>("World/game_map"); MediaPlayer.Play(songs[0]); //screen = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); //all enemies is an array that contains tail objects and we are stting it = to are maps //enemies layer and all object that that layer contains. TiledMapObject[] allEnemies = myMap.GetLayer <TiledMapObjectLayer>("enemies").Objects; foreach (var en in allEnemies) { // Hier worden de enemies aanghemaakt op basis van de enemies layer op de map string type; en.Properties.TryGetValue("Type", out type); if (type == "Snake") { Monster.enemies.Add(new Snake(en.Position)); } else if (type == "Eye") { Monster.enemies.Add(new Eye(en.Position)); } } TiledMapObject[] allObstacles = myMap.GetLayer <TiledMapObjectLayer>("obstacles").Objects; foreach (var obs in allObstacles) { string type; obs.Properties.TryGetValue("Type", out type); if (type == "Bush") { Obstacle.obstacles.Add(new Bush(obs.Position)); } else if (type == "Tree") { Obstacle.obstacles.Add(new Tree(obs.Position)); } } //Enemy.enemies.Add(new Snake(new Vector2(100, 400))); //Enemy.enemies.Add(new Eye(new Vector2(300, 450))); //Obstacle.obstacles.Add(new Tree(new Vector2(600, 200))); //Obstacle.obstacles.Add(new Bush(new Vector2(800, 400))); }
public void Update(GameTime gt) { KeyboardState currentKeyState = Keyboard.GetState(); float dt = (float)gt.ElapsedGameTime.TotalSeconds; anim = animations[(int)direction]; if (healthDelay > 0) { healthDelay -= dt; } if (isWalking) { anim.Update(gt); } else { anim.setFrame(1); } isWalking = false; if (currentKeyState.IsKeyDown(Keys.Right)) { direction = Dir.Right; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Left)) { direction = Dir.Left; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Up)) { direction = Dir.Up; isWalking = true; } if (currentKeyState.IsKeyDown(Keys.Down)) { direction = Dir.Down; isWalking = true; } if (isWalking) { Vector2 tempPos = pos; switch (direction) { case Dir.Right: tempPos.X += speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.X += speed * dt; } break; case Dir.Left: tempPos.X -= speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.X -= speed * dt; } break; case Dir.Down: tempPos.Y += speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.Y += speed * dt; } break; case Dir.Up: tempPos.Y -= speed * dt; if (!Obstacle._collided(tempPos, rad)) { pos.Y -= speed * dt; } break; default: break; } } if (currentKeyState.IsKeyDown(Keys.Space) && previousKeyState.IsKeyUp(Keys.Space)) { Shooting.bullets.Add(new Shooting(pos, direction)); } previousKeyState = currentKeyState; }