/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); // Load in the tile sheet. Texture2D tx = Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64"); Services.AddService(tx); // Load in victory and game over textures. victory = Content.Load <Texture2D>(@"Winter Game Sprites/Victory"); gameOver = Content.Load <Texture2D>(@"Winter Game Sprites/Game Over Edited"); // Create font for the timer. timerFont = Content.Load <SpriteFont>("timerFont"); // Load Sound effects playerFire = Content.Load <SoundEffect>(@"Winter Game Sound Effects Wave/PlayerFire"); sentryExplosion = Content.Load <SoundEffect>(@"Winter Game Sound Effects Wave/SentryExplosion"); victoryFanfare = Content.Load <SoundEffect>(@"Winter Game Sound Effects Wave/TanksForPlaying"); #region Load Tile Images // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "crates", "pavement", "red water", "sentry", "home", "exit", "skull", locked". TileRefs.Add(new TileRef(11, 1, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(0, 9, 0)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); TileRefs.Add(new TileRef(1, 2, 0)); TileRefs.Add(new TileRef(6, 11, 0)); TileRefs.Add(new TileRef(5, 3, 0)); // Names for the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); #endregion // I haven't used the following line of code later on. List <Tile> found = SimpleTileLayer.GetNamedTiles("sentry"); #region Load and Play BGM. // Load Background Music. this.backgroundMusic = Content.Load <Song>(@"Winter Game Music/Metal Fox"); // Set volume. MediaPlayer.Volume = 0.0f; MediaPlayer.IsRepeating = true; #endregion // TODO: use this.Content to load your game content here }
private Vector2 ChooseRandomTile() { List <Tile> groundTiles = SimpleTileLayer.GetNamedTiles("ground"); Vector2 randomTilePosition = new Vector2( groundTiles[Camera.random.Next(0, groundTiles.Count)].X * FrameWidth, groundTiles[Camera.random.Next(0, groundTiles.Count)].Y * FrameHeight); return(randomTilePosition); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); //Initialize a 17 second timer for the loading screen. float timer = 17; Song startVoice = Content.Load <Song>(@"Winter Game Sounds/ballsofsteel"); Texture2D txCoin = Content.Load <Texture2D>(@"Winter Game Sprites/Insert Coin"); Services.AddService(txCoin); //Trying to get the loading screen and the startup music to activate at the same time. //while under a 17 second timer (the length of the sound). if (timer <= 17) { //Loads the loading screen and proceeds to play the startup music. Song startSong = Content.Load <Song>(@"Winter Game Sounds/ps_1"); Texture2D txLoad = Content.Load <Texture2D>(@"Winter Game Sprites/Loading Screen"); Services.AddService(txLoad); //Set volume. MediaPlayer.Volume = 0.5f; } //When the loading screen is finished, this should load the game. else if (timer >= 17) { Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); } // Create font for the timer. timerFont = Content.Load <SpriteFont>("timerFont"); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(0, 9, 0)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); // Names for the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> found = SimpleTileLayer.GetNamedTiles("green box"); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); Services.AddService(Content.Load <SpriteFont>(@"Font")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home", "exit" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); TileRefs.Add(new TileRef(1, 2, 5)); // Names fo the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); TilePlayer player = Services.GetService <TilePlayer>(); Projectile playerProjectile = new Projectile(this, new List <TileRef>() { new TileRef(8, 0, 0) }, new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2) }, 64, 64, 0), player.PixelPosition, 1); playerProjectile.AddFireSound(shoot); playerProjectile.AddExplosionSound(explosion); player.LoadProjectile(playerProjectile); List <Tile> greenTiles = SimpleTileLayer.GetNamedTiles("green"); //sentry sprite for (int i = 0; i < greenTiles.Count; i++) { TileSentry sentry = new TileSentry(this, new Vector2(greenTiles[i].X * 64, greenTiles[i].Y * 64), new List <TileRef>() { new TileRef(21, 2, 0), new TileRef(21, 3, 0), new TileRef(21, 4, 0), new TileRef(21, 5, 0), new TileRef(21, 6, 0), new TileRef(21, 7, 0), new TileRef(21, 8, 0), }, 64, 64, 0f); sentries.Add(sentry); } for (int i = 0; i < sentries.Count; i++) { Projectile projectile = new Projectile(this, new List <TileRef>() { new TileRef(8, 0, 0) }, new AnimateSheetSprite(this, sentries[i].PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2) }, 64, 64, 0), sentries[i].PixelPosition, 1); projectile.AddFireSound(shoot); projectile.AddExplosionSound(explosion); sentries[i].LoadProjectile(projectile); sentries[i].Health = 20; } // TODO: use this.Content to load your game content here }