Exemple #1
0
        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];
        }
Exemple #2
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();
        }
Exemple #3
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();
        }