/// <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); LineBatch.init(GraphicsDevice); texBack = Util.texFromFile(GraphicsDevice, dir + "back3.png"); //*** texpaddle = Util.texFromFile(GraphicsDevice, dir + "red64x32.png"); //*** texBall = Util.texFromFile(GraphicsDevice, dir + "ball2.png"); //*** texBlock1 = Util.texFromFile(GraphicsDevice, dir + "white64x32.png"); paddle = new Sprite3(true, texpaddle, xx, yy); paddle.setBBToTexture(); ball = new Sprite3(true, texBall, xx, yy); ball.setBBandHSFractionOfTexCentered(0.7f); sl = new SpriteList(); back1 = new ImageBackground(texBack, Color.White, GraphicsDevice); playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); // width and height for (int y = 0; y < 5; y++) { for (int x = 0; x < 4; x++) { Sprite3 s = new Sprite3(true, texBlock1, x * 68 + playArea.X + blocksOffsetX, y * 36 + playArea.Y + blocksOffsetY); s.hitPoints = 1; if (y == 0) { s.hitPoints = 2; s.setColor(Color.LightBlue); } sl.addSpriteReuse(s); } } // TODO: use this.Content to load your game content here }
void generateAliens() { if (numOfTargets >= numOfTargetsMax) { mgState = 3; return; } ; if (rnd.Next(0, 1000) < genAliensPercent * 10 && numOfTargets < numOfTargetsMax) { numOfTargets++; float xx = rnd.Next(innerRectangle.X, (int)(innerRectangle.X + innerRectangle.Width - actualTargetSize.X)); float yy = innerRectangle.Y - actualTargetSize.Y / 2; Sprite3 s = new Sprite3(true, targetTex, xx, yy); s.setWidthHeight(actualTargetSize.X, actualTargetSize.Y); s.setBBToTexture(); //s.setWidthHeightOfTex(1536, 384); //s.setXframes(16); //s.setYframes(4); s.setDeltaSpeed(new Vector2(0, 1)); //s.setBB(10, 10, 48 - 20, 48 - 20); //int frames = 12; //Vector2[] anim = new Vector2[frames]; //for (int i = 0; i < frames; i++) //{ // anim[i].X = i; anim[i].Y = 0; //} //s.setAnimationSequence(anim, 0, frames - 1, 3); //s.animationStart(); targets.addSpriteReuse(s); AI_xxx = s.getPosX() + s.getWidth() / 2; } }
/// <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); LineBatch.init(GraphicsDevice); // TODO: use this.Content to load your game content here texBack = Util.texFromFile(GraphicsDevice, dir + "ricefield.png"); texpaddle = Util.texFromFile(GraphicsDevice, dir + "slime.png"); texBall = Util.texFromFile(GraphicsDevice, dir + "slime_slice.png"); //*** texEnemy = Util.texFromFile(GraphicsDevice, dir + "ghost.png"); texGrass1 = Util.texFromFile(GraphicsDevice, dir + "grass1.png"); texBoom = Util.texFromFile(GraphicsDevice, dir + "Boom3.png"); font = Content.Load <SpriteFont>("incoming"); paddle = new Sprite3(true, texpaddle, lhs, yy); paddle.setBBToTexture(); enemyList = new SpriteList(); ballList = new SpriteList(); booms = new SpriteList(); back1 = new ScrollBackGround(texBack, texBack.Bounds, new Rectangle(0, 0, rhs, 380), -1, 2); grass1 = new ScrollBackGround(texGrass1, texGrass1.Bounds, new Rectangle(0, bot - (texGrass1.Height + 30), rhs, bot / 2), -1, 2); playArea = new Rectangle(lhs, top, rhs, bot - 10); enemyYY = new Random(); enemySpeed = new Random(); }
// Basic Sprite Constructor public SpriteActor(Texture2D tex, Vector2 position, Vector2 velocity) { spriteSize = new Vector2(tex.Width, tex.Height); this.position = position; this.velocity = velocity; sprite = new Sprite3(true, tex, position.X - tex.Width, position.Y - tex.Height); sprite.setHSoffset(new Vector2(spriteSize.X / 2, spriteSize.Y / 2)); sprite.setBBToTexture(); }
public void NewEnemy(float x, float y) { Sprite3 enemy = new Sprite3(true, texEnemy, x, (float)enemyYY.NextDouble() * y); enemy.setWidth(texEnemy.Width * 0.7f); enemy.setHeight(texEnemy.Height * 0.7f); enemy.setBBToTexture(); enemy.hitPoints = 3; enemy.setDeltaSpeed(new Vector2((float)enemySpeed.NextDouble() * -10, 0)); enemyList.addSpriteReuse(enemy); }
void sizeTheShooter() { actualShooterSize = new Vector2(shooterSize.X * innerRectangle.Width / baseWidth, shooterSize.Y * innerRectangle.Height / baseHeight); shotWidth = (int)(actualShooterSize.X * 0.1f); shotLength = (int)(actualShooterSize.Y * 0.6f); shooterShellOffset = new Vector2(actualShooterSize.X / 2 - shotWidth / 2, 0); if (shotWidth < 1) { shotWidth = 1; } if (shotLength < 1) { shotLength = 1; } float xx = innerRectangle.X + innerRectangle.Width / 2; float yy = innerRectangle.Y + innerRectangle.Height - actualShooterSize.Y; shooter = new Sprite3(true, shooterTex, xx, yy); shooter.setWidthHeight(actualShooterSize.X, actualShooterSize.Y); shooter.setBBToTexture(); }
//Somewhere to store previous keyboard information so we can detect a single key click(as opposed to the 30 a second we get on a key depress) public override void LoadContent() { spriteBatch = new SpriteBatch(graphicsDevice); // random = new Random(); // font1 = Content.Load<SpriteFont>("Fontey"); Particle1 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle1.png"); Particle2 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle2.png"); Particle3 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle3.png"); Particle4 = Util.texFromFile(graphicsDevice, Dir.dir + "ParticleArrow.png"); Particle5 = Util.texFromFile(graphicsDevice, Dir.dir + "Cloud8.png"); Particle6 = Util.texFromFile(graphicsDevice, Dir.dir + "Bug2.png"); tex = Particle2; // font1 = Content.Load <SpriteFont>("SpriteFont1"); texBack = texFromFile(graphicsDevice, dir + "levelOneBack1.png"); spider = texFromFile(graphicsDevice, dir + "Bug.png"); texpaddle = texFromFile(graphicsDevice, dir + "paddle2.png"); bee = texFromFile(graphicsDevice, dir + "Bee2.png"); texAnmiation1 = Util.texFromFile(graphicsDevice, dir + "coin3.png"); texDragon = Util.texFromFile(graphicsDevice, dir + "dragon.png"); scrolling1 = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(0, 0, 800, 600)); scrolling2 = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(800, 0, 800, 600)); music = Content.Load <SoundEffect>("MUSIC1"); limSound = new LimitSound(music, 3); bazooka = Content.Load <SoundEffect>("bazooka_fire"); baz = bazooka.CreateInstance(); LineBatch.init(graphicsDevice); dragonList = new SpriteList(); for (int y = 0; y < 3; y++) { for (int i = 0; i < 5; i++) { dragon = new Sprite3(true, texDragon, 250 + a, 80 + b); dragon.setXframes(8); dragon.setYframes(1); dragon.setWidthHeight(32, 32); //anmiation1.setBBToTexture(); dragon.setBB(7, 7, 130, 124); Vector2[] seq1 = new Vector2[8]; seq1[0].X = 0; seq1[0].Y = 0; seq1[1].X = 1; seq1[1].Y = 0; seq1[2].X = 2; seq1[2].Y = 0; seq1[3].X = 3; seq1[3].Y = 0; seq1[4].X = 4; seq1[4].Y = 0; seq1[5].X = 5; seq1[5].Y = 0; seq1[6].X = 6; seq1[6].Y = 0; seq1[7].X = 7; seq1[7].Y = 0; dragon.setAnimationSequence(seq1, 0, 7, 10); dragon.animationStart(); dragonList.addSpriteReuse(dragon); a = a + 64; } a = 0; b = b + 80; } ballPos = new Vector2(xx, yy); paddle = new Sprite3(true, texpaddle, xx, bot - texpaddle.Height); paddle.setBBToTexture(); back1 = new ImageBackground(texBack, Color.White, graphicsDevice); playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); // width and height texBall = Util.texFromFile(graphicsDevice, dir + "ball2.png"); //*** ball = new Sprite3(true, texBall, xx, yy); ball.setBBandHSFractionOfTexCentered(0.7f); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); LineBatch.init(GraphicsDevice); // load all fonts for the splash screen and levels llFont = Content.Load <SpriteFont>("Large"); mmFont = Content.Load <SpriteFont>("Medium"); ssFont = Content.Load <SpriteFont>("Small"); // load textures from local content directory kcTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/kittyCat.png"; kittyCatTex = Util.texFromFile(GraphicsDevice, kcTexPath); bbTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/Background.png"; backgroundTex = Util.texFromFile(GraphicsDevice, bbTexPath); playerTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/KittyCatFrames.png"; playerTex = Util.texFromFile(GraphicsDevice, playerTexPath); doggyTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/CrazyDogFrames.png"; doggyTex = Util.texFromFile(GraphicsDevice, doggyTexPath); yarnTex = Content.Load <Texture2D>("Yarn"); // position vector for the cat sprite on main splash screen kittyCatVec = new Vector2(275, 50); titleVec = new Vector2(100, 300); sloganVec = new Vector2(290, 400); instructVec = new Vector2(315, 425); levelIntroVec = new Vector2(250, 200); playerVec = new Vector2(600, 400); doggyVec = new Vector2(0, 400); // make the cat sprite for the main splash screen kittyCat = new Sprite3(true, kittyCatTex, kittyCatVec.X, kittyCatVec.Y); // prepare the crazy dog for level 2 crazyDog = new Sprite3(false, doggyTex, doggyVec.X, doggyVec.Y); // color for the level text and alpha value ltCol = new Color(0, 255, 0, 1); // level text initialization levelText = new TextRenderable("Blabla", levelIntroVec, llFont, Color.Red); // source and destination rectangles for the scrolling background backgroundDest = new Rectangle(0, 0, 800, 600); backgroundSource = new Rectangle(0, 0, 800, 600); // draw background background = new ScrollBackGround(backgroundTex, backgroundDest, backgroundSource, 5.0f, 2); // player vector and player texture playerSprite = new Sprite3(true, playerTex, playerVec.X, playerVec.Y); // initialize frame vector playerFrames = new Vector2[10]; // frame vector values 1280x128 playerFrames[0].X = 0; playerFrames[0].Y = 0; playerFrames[1].X = 1; playerFrames[1].Y = 0; playerFrames[2].X = 2; playerFrames[2].Y = 0; playerFrames[3].X = 3; playerFrames[3].Y = 0; playerFrames[4].X = 4; playerFrames[4].Y = 0; playerFrames[5].X = 5; playerFrames[5].Y = 0; playerFrames[6].X = 6; playerFrames[6].Y = 0; playerFrames[7].X = 7; playerFrames[7].Y = 0; playerFrames[8].X = 8; playerFrames[8].Y = 0; playerFrames[9].X = 9; playerFrames[9].Y = 0; // set all the parameters for the cute little kitty cat playerSprite.setWidthHeight(64, 64); playerSprite.setWidthHeightOfTex(1280, 128); playerSprite.setXframes(10); playerSprite.setYframes(0); playerSprite.setBB(0, 0, 128, 128); playerSprite.setAnimationSequence(playerFrames, 0, 9, 15); playerSprite.animationStart(); // the parameters for the player sprite jumping playerJump = false; playerJumpSpeed = 0; // store the initial positions of the player sprite prevPos.Y = playerVec.Y; prevPos.X = playerVec.X; // initialize sounds for the game jumpo = Content.Load <SoundEffect>("Sounds/Boing"); jumpoSound = new LimitSound(jumpo, 1); success = Content.Load <SoundEffect>("Sounds/Success"); successSound = new LimitSound(success, 1); barko = Content.Load <SoundEffect>("Sounds/Growl"); barkoSound = new LimitSound(barko, 1); kaching = Content.Load <SoundEffect>("Sounds/Kaching"); kachingSound = new LimitSound(kaching, 1); yowlin = Content.Load <SoundEffect>("Sounds/Yowl"); yowlinSound = new LimitSound(yowlin, 1); easterEgg = Content.Load <SoundEffect>("Sounds/OhWhatever"); eeSound = new LimitSound(easterEgg, 1); /// yarn ball sprite list /// /// /// /// /// /// yarnBalls = new SpriteList(); Sprite3 yb; for (int i = 0; i < maxYarnBalls; i++) { // temporarily set to doggyVec for positioning - change later? yb = new Sprite3(true, yarnTex, doggyVec.X + i * 50, doggyVec.Y - i * 50); yb.setDeltaSpeed(new Vector2((float)(1 + rnd.NextDouble()), 0)); yb.setWidthHeight(32, 32); yb.setWidthHeightOfTex(32, 32); yb.setHSoffset(new Vector2(32, 32)); yb.setBBToTexture(); yb.setMoveSpeed(2.1f); yarnBalls.addSpriteReuse(yb); } // initialize frame vector for dog doggyFrames = new Vector2[8]; doggyFrames[0].X = 0; doggyFrames[0].Y = 0; doggyFrames[1].X = 1; doggyFrames[1].Y = 0; doggyFrames[2].X = 2; doggyFrames[2].Y = 0; doggyFrames[3].X = 3; doggyFrames[3].Y = 0; doggyFrames[4].X = 4; doggyFrames[4].Y = 0; doggyFrames[5].X = 5; doggyFrames[5].Y = 0; doggyFrames[6].X = 6; doggyFrames[6].Y = 0; doggyFrames[7].X = 7; doggyFrames[7].Y = 0; crazyDog.setWidthHeight(64, 64); crazyDog.setWidthHeightOfTex(1024, 128); crazyDog.setXframes(8); crazyDog.setYframes(0); crazyDog.setBB(0, 0, 128, 128); crazyDog.setAnimationSequence(playerFrames, 0, 7, 15); crazyDog.animationStart(); }