/// <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); //initialize helper pixel texture for debugging XnaHelper.PixelTexture = new Texture2D(GraphicsDevice, 1, 1); XnaHelper.PixelTexture.SetData<Color>(new Color[] { Color.White }); XnaHelper.Font = Content.Load<SpriteFont>("Fonts/standard_font"); SpriteFont Font1 = Content.Load<SpriteFont>("Fonts/TitleFont"); Texture2D sprite = Content.Load<Texture2D>("spritesheets/Gino"); //needed for level to load and draw maps Level.MapDisplayDevice = new xTile.Display.XnaDisplayDevice(this.Content, this.GraphicsDevice); //give Level ref to Content so they can load data Level.Content = this.Content; Level.outDoorTexture = Content.Load<Texture2D>("out-door"); //initialize unit data Unit.UnitDataDict = DataLoader.LoadUnitData(); //initialize sprite data Sprite.SpriteDataDict = DataLoader.LoadSpriteData(); //initialize weapon data Weapon.Data = DataLoader.LoadWeaponData(); Overworld.Nodes = DataLoader.LoadOverworldData(); OverworldView.LoadTextures(Content.Load<Texture2D>("Icons/Node"), Content.Load<Texture2D>("Backgrounds/OverworldMap")); SpriteView.LoadTextures(Sprite.SpriteDataDict.Keys.ToArray<string>(), Content); InstructionScreen.LoadTextures(Content.Load<Texture2D>("Backgrounds/Intructions")); MainMenuView.LoadTextures(Content.Load<Texture2D>("Backgrounds/MainMenu")); Texture2D spritem = Content.Load<Texture2D>("spritesheets/MainMenuSprite"); //Instructions.LoadTextures(Content.Load<Texture2D>("Backgrounds/Instructions")); Shop.LoadMouse(Content.Load<Texture2D>("Icons/node")); ShopView.LoadFont(Content.Load<SpriteFont>("Fonts/TitleFont")); ShopView.LoadTextures(Content.Load<Texture2D>("Backgrounds/ShopInterface")); ShopView.LoadGuns(Content.Load<Texture2D>("spritesheets/Revolver"), Content.Load<Texture2D>("spritesheets/Rifle"), Content.Load<Texture2D>("spritesheets/Shotgun"), Content.Load<Texture2D>("spritesheets/MachinePistol")); ShopView.LoadGray(Content.Load<Texture2D>("Icons/revolverGray"), Content.Load<Texture2D>("Icons/rifleGray"), Content.Load<Texture2D>("Icons/shotgunGray"), Content.Load<Texture2D>("Icons/uziGray"), Content.Load<Texture2D>("Icons/fedoraGray")); ShopView.LoadArmor(Content.Load<Texture2D>("spritesheets/fedora")); //Later: change this in main menu //initialize new data if select new game //load data if select continue game _currentState = new MainMenu(GraphicsDevice, Font1, spritem); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { //make sure to update inputmanager, otherwise player input will not be detected _input.Update(); // Allows the game to exit if (_currentState.RequestExit) this.Exit(); if (_currentState.NewState != null) //new state requested _currentState = _currentState.NewState; _currentState.Update(gameTime, _input); //SoundPlayer.Update(); base.Update(gameTime); }
/// <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); //initialize helper pixel texture for debugging XnaHelper.PixelTexture = new Texture2D(GraphicsDevice, 1, 1); XnaHelper.PixelTexture.SetData<Color>(new Color[] {Color.White}); //needed for level to load and draw maps Level.MapDisplayDevice = new xTile.Display.XnaDisplayDevice(this.Content, this.GraphicsDevice); //give Level ref to Content so they can load data Level.Content = this.Content; //initialize unit data Unit.UnitDataDict = DataLoader.LoadUnitData(); //initialize sprite data Sprite.SpriteDataDict = DataLoader.LoadSpriteData(); SpriteView.LoadTextures(Sprite.SpriteDataDict.Keys.ToArray<string>(), Content); _currentState = new Level(0); }