Exemple #1
0
        /// <summary>
        /// Loads all the shared and start/title/pause screen stuff.
        /// </summary>
        public static void LoadShared()
        {
            // Box art Textures
            TextureStatic.Load("BoxArtGame1", @"Shared\BoxArt\BoxArtGame1");
            TextureStatic.Load("BoxArtGame2", @"Shared\BoxArt\BoxArtGame2");
            TextureStatic.Load("BoxArtGame3", @"Shared\BoxArt\BoxArtGame3");
            TextureStatic.Load("BoxArtGame4", @"Shared\BoxArt\BoxArtGame4");
            TextureStatic.Load("BoxArtGame5", @"Shared\BoxArt\BoxArtGame5");
            TextureStatic.Load("BoxArtHolder", @"Shared\BoxArt\BoxArtHolder");

            // Other Shared Textures
            TextureStatic.Load("TitleNameBorder", @"Shared\Art\titleNameBorder");
            TextureStatic.Load("Blank", @"Shared\Art\Blank");
            TextureStatic.Load("tileSafeCheck", @"Shared\Art\tileSafeCheck");
            TextureStatic.Load("particle1", @"DefaultBackground\particle1");
            TextureStatic.Load("checkers", @"DefaultBackground\checkers");
            TextureStatic.Load("colorSwirl", @"DefaultBackground\colorSwirl");
            TextureStatic.Load("sampleInstructions", @"Shared\Art\sampleInstructions");
            TextureStatic.Load("instructionBorder", @"Shared\Art\instructionBorder");
            TextureStatic.Load("gradient", @"Shared\Art\Gradient");

            // Audio
            GameWorld.audio.LoadSound("boxArtScroll", @"Shared\Sounds\boxArtScroll");
            GameWorld.audio.LoadSound("menuClick", @"Shared\Sounds\menuClick");
            GameWorld.audio.LoadSound("menuGoBack", @"Shared\Sounds\menuGoBack");
            GameWorld.audio.LoadSound("menuScrollDown", @"Shared\Sounds\menuScrollDown");
            GameWorld.audio.LoadSound("menuScrollUp", @"Shared\Sounds\menuScrollUp");
            GameWorld.audio.LoadSound("volumeControlDown", @"Shared\Sounds\volumeControlDown");
            GameWorld.audio.LoadSound("volumeControlUp", @"Shared\Sounds\volumeControlUp");

            // Fonts
            FontStatic.Load("defaultFont", @"Shared\Fonts\defaultFont");
            FontStatic.Load("controllerFont", @"Shared\Fonts\controllerFont");
        }
        public BasketballScene()
        {
            reset = false;

            Song bgm = Cloud.content.Load <Song>("Thats a Wrap");

            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;

            sw.Start();

            renderables        = new RenderableCollection();
            Physics.collisions = new CollisionHandler(renderables);

            toAdd    = new List <Renderable>();
            toRemove = new List <Renderable>();

            Ball = new ball(new Vector2(120, 150), this);
            renderables.Add(Ball);

            TextureStatic.Load("hoopA", @"Art");
            TextureStatic.Load("hoopB", @"Art");
            TextureStatic.Load("courtBG", @"Art");
            TextureStatic.Load("net", @"Art");
            TextureStatic.Load("net2", @"Art");
            //courtbg = new Background("court", @"Art\Backgrounds", new Vector2(-360, 110), new Vector2(-10, 0), 0.11f, true, this);
            //renderables.Add(courtbg);

            //tentacle tn = new tentacle(new Vector2(0, 0), this);
            //renderables.Add(tn);
        }
 public Background(String asset, String directory, Vector2 pos, Vector2 vel, float dep, bool wr, Object par)
 {
     TextureStatic.Load(asset, directory);
     content   = asset;
     position  = pos;
     velocity  = vel;
     parent    = par;
     depth     = dep;
     wrap      = wr;
     width     = TextureStatic.Get(asset).Width;
     halfwidth = width / 2;
 }
Exemple #4
0
        // returns the set of bones used for the tentacle (sort of like a model)
        public static BoneSet GetBoneSet()
        {
            /* TODO: Complete this set */
            BoneSet b = new BoneSet();

            // Bone(Parent, Offset, Origin, Length, Width, Texture, Depth, [angle, color, alpha])

            TextureStatic.Load("fArm", @"Art/body");
            TextureStatic.Load("head1", @"Art/body");
            TextureStatic.Load("lArm", @"Art/body");
            TextureStatic.Load("lHand", @"Art/body");
            TextureStatic.Load("lowerLeg", @"Art/body");
            TextureStatic.Load("rArm", @"Art/body");
            TextureStatic.Load("rHand", @"Art/body");
            TextureStatic.Load("thigh", @"Art/body");
            TextureStatic.Load("torso", @"Art/body");

            float a = 0;
            //float b = 0;

            Bone torso  = new Bone(null, Vector2.Zero, new Vector2(160, 53), 107, 230, "torso", -0.06f);
            Bone rThigh = new Bone(torso, new Vector2(-26, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone lThigh = new Bone(torso, new Vector2(27, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone rShin  = new Bone(rThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lShin  = new Bone(lThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lArm   = new Bone(torso, new Vector2(-35, -116), new Vector2(10, 15), 35, 145, "rArm", 0.021f);
            Bone rArm   = new Bone(torso, new Vector2(42, -116), new Vector2(10, 20), 35, 145, "lArm", 0.021f);
            Bone lFore  = new Bone(lArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone rFore  = new Bone(rArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone lHand  = new Bone(lFore, new Vector2(-1, 90), new Vector2(3, 38), 65, 68, "lHand", 0.022f);
            Bone rHand  = new Bone(rFore, new Vector2(-1, 90), new Vector2(3, 28), 65, 68, "rHand", 0.022f);
            //scale = .5f;
            Bone head = new Bone(torso, new Vector2(0, -154), new Vector2(5, 55), 103, 116, "head1", 0.02f);

            //Bone head = new Bone(torso, new Vector2(0 , -65), new Vector2(3.25f, 35.75f), 103 , 116 , "head1", 0.02f);


            b.AddBone(torso);
            b.AddBone(rThigh);
            b.AddBone(lThigh);
            b.AddBone(rShin);
            b.AddBone(lShin);
            b.AddBone(lArm);
            b.AddBone(rArm);
            b.AddBone(lFore);
            b.AddBone(rFore);
            b.AddBone(lHand);
            b.AddBone(rHand);
            b.AddBone(head);

            return(b);
        }
Exemple #5
0
        public titScene()
        {
            counter = 0;
            sw.Start();
            TextureStatic.Load("logo3", @"Art/titleScreen");
            TextureStatic.Load("bg", @"Art/titleScreen");
            TextureStatic.Load("mark", @"Art/titleScreen");
            TextureStatic.Load("pic1", @"Art/titleScreen");
            TextureStatic.Load("pic2", @"Art/titleScreen");
            TextureStatic.Load("pic3", @"Art/titleScreen");

            Song bgm = Cloud.content.Load <Song>("The Whip Theme");

            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;
        }
Exemple #6
0
        /// <summary>
        /// Loads the content of a game. There will be one of these methods per mini game
        /// </summary>
        public static void LoadSolitudeContent()
        {
            //load the walls
            TextureStatic.Load("solitudeWallSmooth", @"Solitude\Art\wall-smooth");
            TextureStatic.Load("solitudeWallHandHold", @"Solitude\Art\wall-handhold");
            TextureStatic.Load("solitudeWallGrip", @"Solitude\Art\wall-grip");
            TextureStatic.Load("solitudeWallMetal", @"Solitude\Art\wall-metal");
            TextureStatic.Load("solitudeWallHot", @"Solitude\Art\wall-hot");
            TextureStatic.Load("solitudeWallCold", @"Solitude\Art\wall-cold");
            TextureStatic.Load("solitudeWallSpike", @"Solitude\Art\wall-spike");
            TextureStatic.Load("solitudeWallDoor", @"Solitude\Art\wall-door");
            TextureStatic.Load("solitudeGripDoor", @"Solitude\Art\door-metal");

            TextureStatic.Load("bullet", @"Solitude\Art\bullet");
            TextureStatic.Load("sentinel", @"Solitude\Art\sentinel");

            TextureStatic.Load("bomb", @"Solitude\Art\bomb");
            TextureStatic.Load("solitudeExplosion", @"Solitude\Art\explosion");
            TextureStatic.Load("solitudeMauler", @"Solitude\Art\mauler");

            TextureStatic.Load("fighter", @"Solitude\Art\fighter");

            TextureStatic.Load("terminal", @"Solitude\Art\terminal");
            TextureStatic.Load("arrow", @"Solitude\Art\arrow");
            TextureStatic.Load("arrow-body", @"Solitude\Art\arrow-body");

            TextureStatic.Load("ty", @"Solitude\Art\ty");
            TextureStatic.Load("solitudeBorder", @"Solitude\Art\Outerborder");

            //load the player
            TextureStatic.Load("solitudePlayer", @"Solitude\Art\player");
            TextureStatic.Load("solitudePlayerJetpack", @"Solitude\Art\player-jetpack");
            TextureStatic.Load("playerLives", @"Solitude\Art\player-lives");
            TextureStatic.Load("jetpackFlame", @"Solitude\Art\jetpack-flame");
            // TODO: load all Textures.

            // TODO: load all Audio.
            GameWorld.audio.LoadSong("eerie1", @"Solitude\Music\Eerie1");
            GameWorld.audio.LoadSong("heartbeat1", @"Solitude\Music\heartbeat1");
            GameWorld.audio.LoadSong("bad", @"Solitude\Music\Bad");
            GameWorld.audio.LoadSong("breakbeat", @"Solitude\Music\breakbeat");
            GameWorld.audio.LoadSong("solitudePiano", @"Solitude\Music\piano");

            // TODO: load all Fonts, and anything else.
        }
Exemple #7
0
        /// <summary>
        /// The origins of each image, for quick reference.
        /// </summary>
        /// <param name="asset">The name of the asset you want to use.</param>
        /// <param name="directory">The directory containing the asset.</param>
        public Sprite(String asset, String directory, Vector2 pos, Vector2 org, Object parentObj)
        {
            TextureStatic.Load(asset, directory);
            position = pos;
            origin   = org;
            depth    = 1.0f;
            flip     = false;
            blend    = Color.White;
            rotation = 0.0f;
            scale    = 1.0f;
            content  = asset;
            parent   = parentObj;
            Texture2D t = TextureStatic.Get(asset);

            dimensions = new Vector2(t.Width, t.Height);
            bounding   = dimensions;
            bposition  = origin;
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            content  = Content;
            graphics = GraphicsDevice;

            graphics.PresentationParameters.BackBufferWidth
                = screenWidth; //GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            graphics.PresentationParameters.BackBufferHeight
                = screenHeight;

#if !XBOX
            graphics.PresentationParameters.IsFullScreen = false;
#endif

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            TextureStatic.Load("Blank", @"Art");
            TextureStatic.Load("court", @"Art");
            TextureStatic.Load("Strosacker", @"Art");
            TextureStatic.Load("Abutton", @"Art");
            TextureStatic.Load("Xbutton", @"Art");
            TextureStatic.Load("Bbutton", @"Art");
            TextureStatic.Load("Ybutton", @"Art");
            TextureStatic.Load("black", @"Art");

            fontMain    = content.Load <SpriteFont>("AgencyFB");
            fontFixed   = content.Load <SpriteFont>("Fixed");
            fontAnswer  = content.Load <SpriteFont>("Answer");
            fontCollege = content.Load <SpriteFont>("College");
            //fontFixed = content.Load<SpriteFont>("Courier New");

            //Song bgm = content.Load<Song>("music");
            //MediaPlayer.Play(bgm);
            //MediaPlayer.IsRepeating = true;

            Window.Title = "Mark Starr's Greek Week 12";


            //sceneDriver.Push(new TriviaScene());
            //sceneDriver.Push(new BasketballScene());
            sceneDriver.Push(new titScene());
        }
        public tentacle(Vector2 pos, Scene par)
        {
            string dir = "BonePix";

            TextureStatic.Load("tentacle_tip_1", dir);
            TextureStatic.Load("tentacle_2", dir);
            TextureStatic.Load("tentacle_3", dir);
            TextureStatic.Load("tentacle_4", dir);
            TextureStatic.Load("tentacle_5", dir);
            TextureStatic.Load("tentacle_base", dir);
            position       = pos;
            depth          = 0.9f;
            parent         = par;
            vel            = new Vector2(0, 0);
            animator       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Idle), this.position.X, this.position.Y);
            animator.Depth = .2f;

            sprite           = new Sprite("bus", @"Art", new Vector2(10000, 10000), new Vector2(150, 150), this);//anispr;
            sprite.bounding  = new Vector2(1, 1);
            sprite.bposition = new Vector2(1, 1);
        }
        public TriviaScene()
        {
            Song bgm = Cloud.content.Load <Song>("MilitaireElectronic");

            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;

            Camera2D.cam.Zoom = .5f;
            animator          = new BoneAnimator(null, StaticStanceplayer.GetBoneSet(), StaticStanceplayer.Get(playerStance.Idle), 0, 0);
            animator.Depth    = .6f;
            //animator.SetAnimation(StaticStanceplayer.GetAnimation(playerAnimation.Idle));
            animator.Update();


            animator2       = new BoneAnimator(null, StaticStanceplayer2.GetBoneSet(), StaticStanceplayer2.Get(player2Stance.Idle), 0, 0);
            animator2.Depth = .6f;
            //animator2.SetAnimation(StaticStanceplayer2.GetAnimation(player2Animation.Idle));
            animator2.Update();


            answers.Clear();
            tr = new StreamReader("../../trivia.txt");

            renderables        = new RenderableCollection();
            Physics.collisions = new CollisionHandler(renderables);

            toAdd    = new List <Renderable>();
            toRemove = new List <Renderable>();

            TextureStatic.Load("questionBG", @"Art");
            TextureStatic.Load("playerAnswerBG", @"Art");
            TextureStatic.Load("unknown", @"Art");
            TextureStatic.Load("pod", @"Art");


            //Ball = new ball(new Vector2(120, 150), this);
            //renderables.Add(Ball);
        }
Exemple #11
0
 /// <summary>
 /// Loads the content of a game. There will be one of these methods per mini game
 /// </summary>
 public static void LoadSPRGameContent()
 {
     // TODO: load all Textures.
     TextureStatic.Load("4SideFriendlyRobot", @"SPRGame\4sidedrobotalt");
     TextureStatic.Load("4SideEnemyRobot", @"SPRGame\4sidedenemyrobot2");
     TextureStatic.Load("BlankSide", @"SPRGame\blankside");
     TextureStatic.Load("Axe", @"SPRGame\axe_aligned");
     TextureStatic.Load("Gun", @"SPRGame\gun_aligned");
     TextureStatic.Load("Shield", @"SPRGame\shield_aligned");
     TextureStatic.Load("Projectile", @"SPRGame\whitestuff");
     TextureStatic.Load("background", @"SPRGame\SPRbackground");
     TextureStatic.Load("boxartSPR", @"SPRGame\SPRBoxArt");
     TextureStatic.Load("pic1", @"SPRGame\1");
     TextureStatic.Load("pic2", @"SPRGame\5");
     TextureStatic.Load("pic3", @"SPRGame\2");
     TextureStatic.Load("pic4", @"SPRGame\3");
     TextureStatic.Load("pic5", @"SPRGame\4");
     // TODO: load all Audio.
     GameWorld.audio.LoadSong("intro", @"SPRGame\maybe2");
     GameWorld.audio.LoadSong("sprloadout", @"SPRGame\sprloadout");
     GameWorld.audio.LoadSong("sprbattle", @"SPRGame\sprbattle");
     // TODO: load all Fonts, and anything else.
 }
Exemple #12
0
        // returns the set of bones used for the tentacle (sort of like a model)
        public static BoneSet GetBoneSet()
        {
            /* TODO: Complete this set */
            BoneSet b = new BoneSet();
            // Bone(Parent, Offset, Origin, Length, Width, Texture, Depth, [angle, color, alpha])

            int rando = Cloud.randCloud.Next(1, 14);

            string a = "lArm";
            string d = "rArm";
            string c = "torso";

            switch (rando)
            {
            case 1:
                a = "lArmBeta";
                d = "rArmBeta";
                c = "torsoBeta";
                break;

            case 2:
                a = "lArmDelt";
                d = "rArmDelt";
                c = "torsoDelt";
                break;

            case 3:
                a = "lArmDeltaChi";
                d = "rArmDeltaChi";
                c = "torsoDeltaChi";
                break;

            case 4:
                a = "lArmDU";
                d = "rArmDU";
                c = "torsoDU";
                break;

            case 5:
                a = "lArmFIJI";
                d = "rArmFIJI";
                c = "torsoFIJI";
                break;

            case 6:
                a = "lArmPhiKappaTheta";
                d = "rArmPhiKappaTheta";
                c = "torsoPhiKappaTheta";
                break;

            case 7:
                a = "lArmPhiPsi";
                d = "rArmPhiPsi";
                c = "torsoPhiPsi";
                break;

            case 8:
                a = "lArmPhiTau";
                d = "rArmPhiTau";
                c = "torsoPhiTau";
                break;

            case 14:
                a = "lArmSigChi";
                d = "rArmSigChi";
                c = "torsoSigChi";
                break;

            case 9:
                a = "lArmSigEp";
                d = "rArmSigEp";
                c = "torsoSigEp";
                break;

            case 10:
                a = "lArmSigNu";
                d = "rArmSigNu";
                c = "torsoSigNu";
                break;

            case 11:
                a = "lArmThetaChi";
                d = "rArmThetaChi";
                c = "torsoThetaChi";
                break;

            case 12:
                a = "lArmZBT";
                d = "rArmZBT";
                c = "torsoZBT";
                break;

            case 13:
                a = "lArmZetaPsi";
                d = "rArmZetaPsi";
                c = "torsoZetaPsi";
                break;

            default:
                break;
            }
            TextureStatic.Load("fArm", @"Art/body");
            TextureStatic.Load("head2", @"Art/body");
            TextureStatic.Load(a, @"Art/body");
            TextureStatic.Load("lHand", @"Art/body");
            TextureStatic.Load("lowerLeg", @"Art/body");
            TextureStatic.Load(d, @"Art/body");
            TextureStatic.Load("rHand", @"Art/body");
            TextureStatic.Load("thigh", @"Art/body");
            TextureStatic.Load(c, @"Art/body");

            //float a = 0;
            //float b = 0;

            Bone torso  = new Bone(null, Vector2.Zero, new Vector2(160, 53), 107, 230, c, -0.06f);
            Bone rThigh = new Bone(torso, new Vector2(-26, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone lThigh = new Bone(torso, new Vector2(27, 30), new Vector2(10, 30), 58, 192, "thigh", 0.02f);
            Bone rShin  = new Bone(rThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lShin  = new Bone(lThigh, new Vector2(-2, 100), new Vector2(18, 30), 110, 223, "lowerLeg", 0.02f);
            Bone lArm   = new Bone(torso, new Vector2(-35, -116), new Vector2(10, 15), 35, 145, d, 0.021f);
            Bone rArm   = new Bone(torso, new Vector2(42, -116), new Vector2(10, 20), 35, 145, a, 0.021f);
            Bone lFore  = new Bone(lArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone rFore  = new Bone(rArm, new Vector2(0, 96), new Vector2(8, 12), 26, 137, "fArm", 0.0211f);
            Bone lHand  = new Bone(lFore, new Vector2(-1, 90), new Vector2(3, 38), 65, 68, "lHand", 0.022f);
            Bone rHand  = new Bone(rFore, new Vector2(-1, 90), new Vector2(3, 28), 65, 68, "rHand", 0.022f);
            //scale = .5f;
            Bone head = new Bone(torso, new Vector2(0, -154), new Vector2(5, 55), 103, 116, "head2", 0.02f);

            //Bone head = new Bone(torso, new Vector2(0 , -65), new Vector2(3.25f, 35.75f), 103 , 116 , "head1", 0.02f);


            b.AddBone(torso);
            b.AddBone(rThigh);
            b.AddBone(lThigh);
            b.AddBone(rShin);
            b.AddBone(lShin);
            b.AddBone(lArm);
            b.AddBone(rArm);
            b.AddBone(lFore);
            b.AddBone(rFore);
            b.AddBone(lHand);
            b.AddBone(rHand);
            b.AddBone(head);

            return(b);
        }
        public GameScene()
        {
            sky   = Color.FromNonPremultiplied(78, 142, 203, 255);
            grass = Color.FromNonPremultiplied(45, 179, 75, 255);

            isDead = false;
            string dir = "BonePix";

            TextureStatic.Load("tentacle_tip_1", dir);
            TextureStatic.Load("tentacle_2", dir);
            TextureStatic.Load("tentacle_3", dir);
            TextureStatic.Load("tentacle_4", dir);
            TextureStatic.Load("tentacle_5", dir);
            TextureStatic.Load("tentacle_base", dir);

            animator       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Idle), 0, 0);
            animator.Depth = .6f;

            animator2       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Walk1), 0, 0);
            animator2.Depth = .7f;

            animator3       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Walk4), 0, 0);
            animator3.Depth = .7f;

            animator4       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Walk4), 0, 0);
            animator4.Depth = .6f;

            animator5       = new BoneAnimator(null, StaticStancetentacle.GetBoneSet(), StaticStancetentacle.Get(tentacleStance.Walk4), 0, 0);
            animator5.Depth = .7f;

            roadHeight         = 200;
            counter            = 0;
            worldSpeed         = -10;
            particleTimer      = 0;
            edgeLine           = -250;
            renderables        = new RenderableCollection();
            Physics.collisions = new CollisionHandler(renderables);

            toAdd    = new List <Renderable>();
            toRemove = new List <Renderable>();

            player = new Player(new Vector2(120, 150), this);
            renderables.Add(player);

            mainbg = new Background("road_railing", @"Art\Backgrounds", new Vector2(-360, 60), new Vector2(-10, 0), 0.15f, true, this);
            renderables.Add(mainbg);
            farbg = new Background("far_bg", @"Art\Backgrounds", new Vector2(-360, -370), new Vector2(-10, 0), 0.1f, true, this);
            renderables.Add(farbg);
            midbg = new Background("middle_bg", @"Art\Backgrounds", new Vector2(-360, -340), new Vector2(-10, 0), 0.12f, true, this);
            renderables.Add(midbg);
            forebg = new Background("foreground_railing", @"Art\Backgrounds", new Vector2(-360, 290), new Vector2(-10, 0), 0.999f, true, this);
            renderables.Add(forebg);
            roadbg = new Background("road", @"Art\Backgrounds", new Vector2(-360, 110), new Vector2(-10, 0), 0.11f, true, this);
            renderables.Add(roadbg);

            /*voidbg = new Background("void", @"Art", new Vector2(-360, -202), Vector2.Zero, 0.2f, false, this);
             * renderables.Add(voidbg);*/
            TextureStatic.Load("void", "Art");

            //tentacle tn = new tentacle(new Vector2(0, 0), this);
            //renderables.Add(tn);

            vanSpeed   = 0;
            voidLine   = -360;
            oscillator = 0;

            animator.SetAnimation(StaticStancetentacle.GetAnimation(tentacleAnimation.Idle));
            animator.Update();
            animator2.SetAnimation(StaticStancetentacle.GetAnimation(tentacleAnimation.Walk));
            animator2.Update();
            animator3.SetAnimation(StaticStancetentacle.GetAnimation(tentacleAnimation.Walk2));
            animator3.Update();
            animator4.SetAnimation(StaticStancetentacle.GetAnimation(tentacleAnimation.Walk3));
            animator4.Update();
            animator5.SetAnimation(StaticStancetentacle.GetAnimation(tentacleAnimation.Walk4));
            animator5.Update();
        }