public void Load() { ///Loading/// //Load Font(s) gameFont = GameServices.Content.Load <SpriteFont>("Assets/Fonts/gameFont"); happySong = GameServices.Content.Load <Song>("Assets/Music/HappySong"); sadSong = GameServices.Content.Load <Song>("Assets/Music/SadSong"); MediaPlayer.Play(happySong); MediaPlayer.IsRepeating = true; //Load All Backgrounds into "backgrounds" Dictionary as StillSprites backgrounds["sky"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Backgrounds/sky"), new Vector2(0, 0)); backgrounds["space2"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Backgrounds/space2"), new Vector2(0, 0)); backgrounds["field"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Backgrounds/field"), new Vector2(0, 0)); backgrounds["fieldRed"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Backgrounds/fieldRed"), new Vector2(0, 0)); backgrounds["win"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Backgrounds/win"), new Vector2(0, 0)); //Load All Sprites into "sprites" Dictionary as StillSprites sprites["Vp"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/kim"), new Vector2(Game1.gameWidth - 400, 0)); sprites["VpCry"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/deadKim"), new Vector2(Game1.gameWidth - 400, 0)); sprites["Pres"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/president"), new Vector2(Game1.gameWidth - 400, 0)); sprites["PresCry"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/presidentCry"), new Vector2(Game1.gameWidth - 400, 0)); sprites["PresBlood"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/presidentBlood"), new Vector2(Game1.gameWidth - 400, 0)); sprites["Quirk"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/kirk"), new Vector2(Game1.gameWidth - 390, 0)); sprites["Quirk2"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/kirk"), new Vector2(0, 0)); sprites["RoboHap"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/happyRobot"), new Vector2(-25, 0)); sprites["RoboMad"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/angryRobot"), new Vector2(-25, 0)); sprites["RoboSad"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/sadRobot"), new Vector2(-25, 0)); sprites["RoboBloodySad"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/sadBloodyRobot"), new Vector2(-25, 0)); sprites["RoboBlush"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/veryHappyRobot"), new Vector2(-25, 0)); sprites["QuirkVomit"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/QuirkThrowUp"), new Vector2(Game1.gameWidth - 390, 0)); sprites["QuirkCry"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/CryQuirk"), new Vector2(Game1.gameWidth - 390, 0)); sprites["QuirkDead"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/DeadQuirk"), new Vector2(Game1.gameWidth - 390, 0)); sprites["QuirkDeadNoBlood"] = new StillSprite(GameServices.Content.Load <Texture2D>("Assets/Sprites/QurikDeadNoBlood"), new Vector2(Game1.gameWidth - 390, 0)); }
public void Update() { buttons.Clear(); //Clears List for Repopulation onscreen.Clear(); //Clears List for Repopulation if (currentNode == null) //If null, assumes game is over and starts from the beginning { currentNode = mainMenu; } ////Input//// buttons.Add(new PathButton(5, -1, new Vector2(1230, 0))); if (currentNode.Equals(mainMenu)) { buttons.Add(new PathButton(3, 0, new Vector2(Game1.gameWidth / 2, Game1.gameHeight / 2))); } else { int maxButtons = currentNode.getNumButtons(); if (maxButtons == 2) { buttons.Add(new PathButton(0, 0, new Vector2(100, 400))); buttons.Add(new PathButton(1, 1, new Vector2(Game1.gameWidth - 300, 400))); } else if (maxButtons == 3) { buttons.Add(new PathButton(0, 0, new Vector2(100, 400))); buttons.Add(new PathButton(1, 1, new Vector2((Game1.gameWidth - 200) / 2, 400))); buttons.Add(new PathButton(2, 2, new Vector2(Game1.gameWidth - 300, 400))); } else { buttons.Add(new PathButton(4, 0, new Vector2(Game1.gameWidth / 2 - 100, 400))); } } MouseState mState = Mouse.GetState(); for (int i = 0; i < buttons.Count; i++) { if (buttons[i].getRectangle().Contains(mState.X, mState.Y)) { buttons[i].colored = true; } else { buttons[i].colored = false; } } if (mState.LeftButton == ButtonState.Pressed && mReleased == true) { for (int i = 0; i < buttons.Count; i++) { if (buttons[i].getRectangle().Contains(mState.X, mState.Y)) { if (buttons[i].getButtonPath() == -1) { Environment.Exit(0); } currentNode = currentNode.nextNode(buttons[i].getButtonPath()); } } mReleased = false; } if (mState.LeftButton == ButtonState.Released) { mReleased = true; } if (currentNode == null) //If null, assumes game is over and starts from the beginning { currentNode = mainMenu; } if (currentNode.getBackgroundKey() == "fieldRed" && wasSad == false) { wasSad = true; TimeSpan temp = MediaPlayer.PlayPosition; double mSeconds = temp.Milliseconds + temp.Seconds * 1000 + temp.Minutes * 60000; mSeconds *= (1.0d / 0.214320958987606d); temp = new TimeSpan(0, 0, 0, 0, (int)mSeconds); MediaPlayer.Play(sadSong, temp); } if (wasSad == true && currentNode.getBackgroundKey() != "fieldRed") { wasSad = false; TimeSpan temp = MediaPlayer.PlayPosition; double mSeconds = temp.Milliseconds + temp.Seconds * 1000 + temp.Minutes * 60000; mSeconds *= 0.214320958987606d; temp = new TimeSpan(0, 0, 0, 0, (int)mSeconds); MediaPlayer.Play(happySong, temp); } currentBackground = backgrounds[currentNode.getBackgroundKey()]; for (int i = 0; i < currentNode.getSpriteKeyList().Count; i++) { onscreen.Add(sprites[currentNode.getSpriteKeyList()[i]]); } currentText = currentNode.getText(); Console.WriteLine(currentNode.getBackgroundKey()); }