public AI(aiType aiType, aiAttackType aiAttackType, aiOrientation aiOrientation, AiWeapon aiWeapon, int costumeNum, AiAnimation aiAnim) { myAiType = aiType; myAiAttackType = aiAttackType; myAiOrientation = aiOrientation; costumeType = costumeNum; myAiAnims = aiAnim; myAiWeapon = aiWeapon; mySpeed = 5; //for (int i = 0; i < 10; i++) //{ // bullet[i] = new Bullet(bulletTexture, new Vector2(2000, 2000), 1); // bullet[i].myCamera = myCamera; // bullet[i].isEnemyBullet = true; //} //randomize speed //isDead = false; // change frame numbers //myAnimations[0] = new AnimatedSprite(myAiAnims.thugIdleSprites[costumeType], 1, 4, animSpeed); //myAnimations[1] = new AnimatedSprite(myAiAnims.civKnifeSprites[costumeType], 1, 3, animSpeed); //myAnimations[2] = new AnimatedSprite(myAiAnims.thugDieSprites[costumeType], 1, 3, animSpeed); switch (myAiType) { case aiType.standingThug: if (myAiOrientation == aiOrientation.Bad) { if (myAiAttackType == aiAttackType.Melee) { myAnimations[0] = new AnimatedSprite(myAiAnims.thugIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); } else if (myAiAttackType == aiAttackType.Range) { myAnimations[0] = new AnimatedSprite(myAiAnims.thugIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); } } else if (myAiOrientation == aiOrientation.Good) { // if (myAiAttackType == aiAttackType.Idle) myAnimations[0] = new AnimatedSprite(myAiAnims.thugIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); } break; case aiType.standingCivilian: if (myAiOrientation == aiOrientation.Bad) { if (myAiAttackType == aiAttackType.Melee) { myAnimations[0] = new AnimatedSprite(myAiAnims.civIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); } else if (myAiAttackType == aiAttackType.Range) { myAnimations[0] = new AnimatedSprite(myAiAnims.civIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); } } else if (myAiOrientation == aiOrientation.Good) { // if (myAiAttackType == aiAttackType.Idle) // { myAnimations[0] = new AnimatedSprite(myAiAnims.civIdleSprites[costumeType], 1, 4, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); // } } break; case aiType.walkingThug: if (myAiOrientation == aiOrientation.Bad) { if (myAiAttackType == aiAttackType.Melee) { myAnimations[0] = new AnimatedSprite(myAiAnims.thugWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); } else if (myAiAttackType == aiAttackType.Range) { myAnimations[0] = new AnimatedSprite(myAiAnims.thugWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); } } else if (myAiOrientation == aiOrientation.Good) { // if (myAiAttackType == aiAttackType.Idle) // { myAnimations[0] = new AnimatedSprite(myAiAnims.thugWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.thugFloorSprites[costumeType], 1, 3, animSpeed); // } } break; case aiType.walkingCivilian: if (myAiOrientation == aiOrientation.Bad) { if (myAiAttackType == aiAttackType.Melee) { myAnimations[0] = new AnimatedSprite(myAiAnims.civWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); } else if (myAiAttackType == aiAttackType.Range) { myAnimations[0] = new AnimatedSprite(myAiAnims.civWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); } } else if (myAiOrientation == aiOrientation.Good) { // if (myAiAttackType == aiAttackType.Idle) myAnimations[0] = new AnimatedSprite(myAiAnims.civWalkSprites[costumeType], 1, 8, animSpeed); myAnimations[2] = new AnimatedSprite(myAiAnims.civFloorSprites[costumeType], 1, 3, animSpeed); } break; } assignWeapon(); currentAnimation = myAnimations[0]; }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here BackgroundSong = Content.Load <Song>("City_Music"); MediaPlayer.Play(BackgroundSong); MediaPlayer.IsRepeating = true; FinalSong = Content.Load <Song>("Final_Scene"); AiAnims = new AiAnimation(); LoadLevel(); player = new Character(Content.Load <Texture2D>("breathingAnim"), new Vector2(-630, 720 - 250)); player.chainSaw = Content.Load <Texture2D>("ChainSaw"); bulletTexture = Content.Load <Texture2D>("Bullet"); player.sndPistol = Content.Load <SoundEffect>("Desert_Eagle_Firing_01"); player.sndHit = Content.Load <SoundEffect>("killhit"); player.myGame1 = this; myCamera.myPlayer = player; myCamera.start(); player.walkingTexture = Content.Load <Texture2D>("walkingAnim"); player.walkingAnim = new AnimatedSprite(player.walkingTexture, 1, 6, .1f); player.playerCrouchTexture = Content.Load <Texture2D>("playerCrouch"); player.playerCrouchAnim = new AnimatedSprite(player.playerCrouchTexture, 1, 3, .1f); player.playerCrouchAnim.loopable = false; player.breathingTexture = Content.Load <Texture2D>("breathingAnim"); player.breathingAnim = new AnimatedSprite(player.breathingTexture, 1, 3, .05f); player.smokingTexture = Content.Load <Texture2D>("smokingAnim"); player.smokingAnim = new AnimatedSprite(player.smokingTexture, 1, 11, .05f); Thug1 = Content.Load <Texture2D>("Thug1"); Thug2 = Content.Load <Texture2D>("Thug2"); Thug3 = Content.Load <Texture2D>("Thug3"); civ1 = Content.Load <Texture2D>("Civ1"); civ2 = Content.Load <Texture2D>("Civ2"); civ3 = Content.Load <Texture2D>("Civ3"); // 0 bat // 1 nightstick // 2 pipe // 3 chainsaw // 4 knife player.meleeWeaponStandTextures[0] = Content.Load <Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[0] = new AnimatedSprite(player.meleeWeaponStandTextures[0], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[1] = Content.Load <Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[1] = new AnimatedSprite(player.meleeWeaponStandTextures[1], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[2] = Content.Load <Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[2] = new AnimatedSprite(player.meleeWeaponStandTextures[2], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[3] = Content.Load <Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[3] = new AnimatedSprite(player.meleeWeaponStandTextures[3], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[4] = Content.Load <Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[4] = new AnimatedSprite(player.meleeWeaponStandTextures[4], 1, 4, animSpeed * 2); ///////// //player.meleeWeaponWalkTextures[0] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[0] = new AnimatedSprite(player.meleeWeaponWalkTextures[0], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[1] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[1] = new AnimatedSprite(player.meleeWeaponWalkTextures[1], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[2] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[2] = new AnimatedSprite(player.meleeWeaponWalkTextures[2], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[3] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[3] = new AnimatedSprite(player.meleeWeaponWalkTextures[3], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[4] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[4] = new AnimatedSprite(player.meleeWeaponWalkTextures[4], 1, 4, animSpeed); player.playerDeathTexture = Content.Load <Texture2D>("playerDeathTexture"); player.playerDeathAnim = new AnimatedSprite(player.playerDeathTexture, 1, 4, 0.3f); player.playerHandcuffTexture = Content.Load <Texture2D>("playerHandcuffTexture"); player.playerHandcuffAnim = new AnimatedSprite(player.playerHandcuffTexture, 1, 7, animSpeed); player.playerStompTexture = Content.Load <Texture2D>("playerStompTexture"); player.playerStompAnim = new AnimatedSprite(player.playerStompTexture, 1, 3, 0.1f); // 0 pistol // 1 uzi // 2 shotgun // 3 rifle player.rangeWeaponStandTextures[0] = Content.Load <Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[0] = new AnimatedSprite(player.rangeWeaponStandTextures[0], 1, 6, animSpeed); player.rangeWeaponStandAnim[0].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[1] = Content.Load <Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[1] = new AnimatedSprite(player.rangeWeaponStandTextures[1], 1, 6, animSpeed); player.rangeWeaponStandAnim[1].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[2] = Content.Load <Texture2D>("shotgunStand"); player.rangeWeaponStandAnim[2] = new AnimatedSprite(player.rangeWeaponStandTextures[2], 1, 6, animSpeed); player.rangeWeaponStandAnim[2].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[3] = Content.Load <Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[3] = new AnimatedSprite(player.rangeWeaponStandTextures[3], 1, 6, animSpeed); player.rangeWeaponStandAnim[3].isPlayerAttackAnim = true; /////// player.rangeWeaponWalkTextures[0] = Content.Load <Texture2D>("shootingAnim"); player.rangeWeaponWalkAnim[0] = new AnimatedSprite(player.rangeWeaponWalkTextures[0], 1, 6, animSpeed); player.rangeWeaponWalkAnim[0].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[1] = Content.Load <Texture2D>("shotgunWalk"); player.rangeWeaponWalkAnim[1] = new AnimatedSprite(player.rangeWeaponWalkTextures[1], 1, 6, animSpeed); player.rangeWeaponWalkAnim[1].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[2] = Content.Load <Texture2D>("shotgunWalk"); player.rangeWeaponWalkAnim[2] = new AnimatedSprite(player.rangeWeaponWalkTextures[2], 1, 6, animSpeed); player.rangeWeaponWalkAnim[2].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[3] = Content.Load <Texture2D>("shootingAnim"); player.rangeWeaponWalkAnim[3] = new AnimatedSprite(player.rangeWeaponWalkTextures[3], 1, 6, animSpeed); player.rangeWeaponWalkAnim[3].isPlayerAttackAnim = true; //AI //------------------------------- for (int j = 0; j < 3; j++) { AiAnims.civIdleSprites[j] = Content.Load <Texture2D>("civIdleSprites" + j); AiAnims.civWalkSprites[j] = Content.Load <Texture2D>("civWalkSprites" + j); AiAnims.civBatSprites[j] = Content.Load <Texture2D>("civBatSprites" + j); AiAnims.civKnifeSprites[j] = Content.Load <Texture2D>("civKnifeSprites" + j); AiAnims.civPipeSprites[j] = Content.Load <Texture2D>("civPipeSprites" + j); AiAnims.civStandPistolSprites[j] = Content.Load <Texture2D>("civStandPistolSprites" + j); AiAnims.civStandUziSprites[j] = Content.Load <Texture2D>("civStandUziSprites" + j); AiAnims.civWalkPistolSprites[j] = Content.Load <Texture2D>("civWalkPistolSprites" + j); AiAnims.civWalkUziSprites[j] = Content.Load <Texture2D>("civWalkUziSprites" + j); // switch range for all AiAnims.thugIdleSprites[j] = Content.Load <Texture2D>("thugIdleSprites" + j); AiAnims.thugWalkSprites[j] = Content.Load <Texture2D>("thugWalkSprites" + j); AiAnims.thugBatSprites[j] = Content.Load <Texture2D>("thugBatSprites" + j); AiAnims.thugKnifeSprites[j] = Content.Load <Texture2D>("thugKnifeSprites" + j); AiAnims.thugPipeSprites[j] = Content.Load <Texture2D>("thugPipeSprites" + j); AiAnims.thugStandPistolSprites[j] = Content.Load <Texture2D>("thugStandPistolSprites" + j); AiAnims.thugStandUziSprites[j] = Content.Load <Texture2D>("thugStandUziSprites" + j); AiAnims.thugWalkPistolSprites[j] = Content.Load <Texture2D>("thugWalkPistolSprites" + j); AiAnims.thugWalkUziSprites[j] = Content.Load <Texture2D>("thugWalkUziSprites" + j); //Death Animations AiAnims.civDieSprites[j] = Content.Load <Texture2D>("civDismemberSprites" + j); AiAnims.thugDieSprites[j] = Content.Load <Texture2D>("thugDismemberSprites" + j); AiAnims.civFloorSprites[j] = Content.Load <Texture2D>("civDieSprites" + j); AiAnims.thugFloorSprites[j] = Content.Load <Texture2D>("thugDieSprites" + j); AiAnims.civArrestSprites[j] = Content.Load <Texture2D>("civCuffSprites" + j); AiAnims.thugArrestSprites[j] = Content.Load <Texture2D>("thugCuffSprites" + j); } startGame(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here BackgroundSong = Content.Load<Song>("City_Music"); MediaPlayer.Play(BackgroundSong); MediaPlayer.IsRepeating = true; FinalSong = Content.Load<Song>("Final_Scene"); AiAnims = new AiAnimation(); LoadLevel(); player = new Character(Content.Load<Texture2D>("breathingAnim"), new Vector2(-630, 720 - 250)); player.chainSaw = Content.Load<Texture2D>("ChainSaw"); bulletTexture = Content.Load<Texture2D>("Bullet"); player.sndPistol = Content.Load<SoundEffect>("Desert_Eagle_Firing_01"); player.sndHit = Content.Load<SoundEffect>("killhit"); player.myGame1 = this; myCamera.myPlayer = player; myCamera.start(); player.walkingTexture = Content.Load<Texture2D>("walkingAnim"); player.walkingAnim = new AnimatedSprite(player.walkingTexture, 1, 6, .1f); player.playerCrouchTexture = Content.Load<Texture2D>("playerCrouch"); player.playerCrouchAnim = new AnimatedSprite(player.playerCrouchTexture, 1, 3, .1f); player.playerCrouchAnim.loopable = false; player.breathingTexture = Content.Load<Texture2D>("breathingAnim"); player.breathingAnim = new AnimatedSprite(player.breathingTexture, 1, 3, .05f); player.smokingTexture = Content.Load<Texture2D>("smokingAnim"); player.smokingAnim = new AnimatedSprite(player.smokingTexture, 1, 11, .05f); Thug1 = Content.Load<Texture2D>("Thug1"); Thug2 = Content.Load<Texture2D>("Thug2"); Thug3 = Content.Load<Texture2D>("Thug3"); civ1 = Content.Load<Texture2D>("Civ1"); civ2 = Content.Load<Texture2D>("Civ2"); civ3 = Content.Load<Texture2D>("Civ3"); // 0 bat // 1 nightstick // 2 pipe // 3 chainsaw // 4 knife player.meleeWeaponStandTextures[0] = Content.Load<Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[0] = new AnimatedSprite(player.meleeWeaponStandTextures[0], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[1] = Content.Load<Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[1] = new AnimatedSprite(player.meleeWeaponStandTextures[1], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[2] = Content.Load<Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[2] = new AnimatedSprite(player.meleeWeaponStandTextures[2], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[3] = Content.Load<Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[3] = new AnimatedSprite(player.meleeWeaponStandTextures[3], 1, 4, animSpeed * 2); player.meleeWeaponStandTextures[4] = Content.Load<Texture2D>("pipeMelee"); player.meleeWeaponStandAnim[4] = new AnimatedSprite(player.meleeWeaponStandTextures[4], 1, 4, animSpeed * 2); ///////// //player.meleeWeaponWalkTextures[0] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[0] = new AnimatedSprite(player.meleeWeaponWalkTextures[0], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[1] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[1] = new AnimatedSprite(player.meleeWeaponWalkTextures[1], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[2] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[2] = new AnimatedSprite(player.meleeWeaponWalkTextures[2], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[3] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[3] = new AnimatedSprite(player.meleeWeaponWalkTextures[3], 1, 4, animSpeed); //player.meleeWeaponWalkTextures[4] = Content.Load<Texture2D>("pipeMelee"); //player.meleeWeaponWalkAnim[4] = new AnimatedSprite(player.meleeWeaponWalkTextures[4], 1, 4, animSpeed); player.playerDeathTexture = Content.Load<Texture2D>("playerDeathTexture"); player.playerDeathAnim = new AnimatedSprite(player.playerDeathTexture, 1, 4, 0.3f); player.playerHandcuffTexture = Content.Load<Texture2D>("playerHandcuffTexture"); player.playerHandcuffAnim = new AnimatedSprite(player.playerHandcuffTexture, 1, 7, animSpeed); player.playerStompTexture = Content.Load<Texture2D>("playerStompTexture"); player.playerStompAnim = new AnimatedSprite(player.playerStompTexture, 1, 3, 0.1f); // 0 pistol // 1 uzi // 2 shotgun // 3 rifle player.rangeWeaponStandTextures[0] = Content.Load<Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[0] = new AnimatedSprite(player.rangeWeaponStandTextures[0], 1, 6, animSpeed); player.rangeWeaponStandAnim[0].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[1] = Content.Load<Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[1] = new AnimatedSprite(player.rangeWeaponStandTextures[1], 1, 6, animSpeed); player.rangeWeaponStandAnim[1].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[2] = Content.Load<Texture2D>("shotgunStand"); player.rangeWeaponStandAnim[2] = new AnimatedSprite(player.rangeWeaponStandTextures[2], 1, 6, animSpeed); player.rangeWeaponStandAnim[2].isPlayerAttackAnim = true; player.rangeWeaponStandTextures[3] = Content.Load<Texture2D>("shootingAnim"); player.rangeWeaponStandAnim[3] = new AnimatedSprite(player.rangeWeaponStandTextures[3], 1, 6, animSpeed); player.rangeWeaponStandAnim[3].isPlayerAttackAnim = true; /////// player.rangeWeaponWalkTextures[0] = Content.Load<Texture2D>("shootingAnim"); player.rangeWeaponWalkAnim[0] = new AnimatedSprite(player.rangeWeaponWalkTextures[0], 1, 6, animSpeed); player.rangeWeaponWalkAnim[0].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[1] = Content.Load<Texture2D>("shotgunWalk"); player.rangeWeaponWalkAnim[1] = new AnimatedSprite(player.rangeWeaponWalkTextures[1], 1, 6, animSpeed); player.rangeWeaponWalkAnim[1].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[2] = Content.Load<Texture2D>("shotgunWalk"); player.rangeWeaponWalkAnim[2] = new AnimatedSprite(player.rangeWeaponWalkTextures[2], 1, 6, animSpeed); player.rangeWeaponWalkAnim[2].isPlayerAttackAnim = true; player.rangeWeaponWalkTextures[3] = Content.Load<Texture2D>("shootingAnim"); player.rangeWeaponWalkAnim[3] = new AnimatedSprite(player.rangeWeaponWalkTextures[3], 1, 6, animSpeed); player.rangeWeaponWalkAnim[3].isPlayerAttackAnim = true; //AI //------------------------------- for (int j = 0; j < 3; j++) { AiAnims.civIdleSprites[j] = Content.Load<Texture2D>("civIdleSprites" + j); AiAnims.civWalkSprites[j] = Content.Load<Texture2D>("civWalkSprites" + j); AiAnims.civBatSprites[j] = Content.Load<Texture2D>("civBatSprites" + j); AiAnims.civKnifeSprites[j] = Content.Load<Texture2D>("civKnifeSprites" + j); AiAnims.civPipeSprites[j] = Content.Load<Texture2D>("civPipeSprites" + j); AiAnims.civStandPistolSprites[j] = Content.Load<Texture2D>("civStandPistolSprites" + j); AiAnims.civStandUziSprites[j] = Content.Load<Texture2D>("civStandUziSprites" + j); AiAnims.civWalkPistolSprites[j] = Content.Load<Texture2D>("civWalkPistolSprites" + j); AiAnims.civWalkUziSprites[j] = Content.Load<Texture2D>("civWalkUziSprites" + j); // switch range for all AiAnims.thugIdleSprites[j] = Content.Load<Texture2D>("thugIdleSprites" + j); AiAnims.thugWalkSprites[j] = Content.Load<Texture2D>("thugWalkSprites" + j); AiAnims.thugBatSprites[j] = Content.Load<Texture2D>("thugBatSprites" + j); AiAnims.thugKnifeSprites[j] = Content.Load<Texture2D>("thugKnifeSprites" + j); AiAnims.thugPipeSprites[j] = Content.Load<Texture2D>("thugPipeSprites" + j); AiAnims.thugStandPistolSprites[j] = Content.Load<Texture2D>("thugStandPistolSprites" + j); AiAnims.thugStandUziSprites[j] = Content.Load<Texture2D>("thugStandUziSprites" + j); AiAnims.thugWalkPistolSprites[j] = Content.Load<Texture2D>("thugWalkPistolSprites" + j); AiAnims.thugWalkUziSprites[j] = Content.Load<Texture2D>("thugWalkUziSprites" + j); //Death Animations AiAnims.civDieSprites[j] = Content.Load<Texture2D>("civDismemberSprites" + j); AiAnims.thugDieSprites[j] = Content.Load<Texture2D>("thugDismemberSprites" + j); AiAnims.civFloorSprites[j] = Content.Load<Texture2D>("civDieSprites" + j); AiAnims.thugFloorSprites[j] = Content.Load<Texture2D>("thugDieSprites" + j); AiAnims.civArrestSprites[j] = Content.Load<Texture2D>("civCuffSprites" + j); AiAnims.thugArrestSprites[j] = Content.Load<Texture2D>("thugCuffSprites" + j); } startGame(); }