Exemple #1
0
        /// <summary>
        /// Loads the player sprite sheet and sounds.
        /// </summary>
        public void LoadContent()
        {
            // Load animated textures.
            idleAnimation      = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_idle"), 0.1f, true);
            runAnimation       = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_running"), 0.1f, true);
            jumpAnimation      = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_jump"), 0.1f, false);
            celebrateAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/Celebrate"), 0.1f, false);
            dieAnimation       = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_die"), 0.1f, false);
            rollAnimation      = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_roll2"), 0.1f, false);
            grenadeAnimation   = new Animation(Level.Content.Load <Texture2D>("Sprites/Player/cop_grenade"), 0.1f, false);

            killedSound = Level.Content.Load <SoundEffect>("Sounds/killedSound");
            jumpSound   = Level.Content.Load <SoundEffect>("Sounds/jumpSound");
            rollSound   = Level.Content.Load <SoundEffect>("Sounds/rollSound");
            hitSound    = Level.Content.Load <SoundEffect>("Sounds/hitSound");

            // Calculate bounds within texture size.
            int width  = (int)(idleAnimation.FrameWidth * 0.4);
            int left   = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.8);
            int top    = idleAnimation.FrameHeight - height;

            localBounds = new Rectangle(left, top, width, height);

            m_handgun = new HandGun(level, position, this);
            m_shotgun = new Shotgun(level, position, this);
            m_knife   = new Knife(level, position, this);
            m_bomb    = new Grenade(level, position, this);

            weapon = m_handgun;

            font = level.Content.Load <SpriteFont>("Fonts/Hud");
        }
        /// <summary>
        /// Loads the player sprite sheet and sounds.
        /// </summary>
        public void LoadContent()
        {
            // Load animated textures.
            idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_idle"), 0.1f, true);
            runAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_running"), 0.1f, true);
            jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_jump"), 0.1f, false);
            celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Celebrate"), 0.1f, false);
            dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_die"), 0.1f, false);
            rollAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_roll2"), 0.1f, false);
            grenadeAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/cop_grenade"), 0.1f, false);

            killedSound = Level.Content.Load<SoundEffect>("Sounds/killedSound");
            jumpSound = Level.Content.Load<SoundEffect>("Sounds/jumpSound");
            rollSound = Level.Content.Load<SoundEffect>("Sounds/rollSound");
            hitSound = Level.Content.Load<SoundEffect>("Sounds/hitSound");

            // Calculate bounds within texture size.
            int width = (int)(idleAnimation.FrameWidth * 0.4);
            int left = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.8);
            int top = idleAnimation.FrameHeight - height;
            localBounds = new Rectangle(left, top, width, height);

            m_handgun = new HandGun(level, position, this);
            m_shotgun = new Shotgun(level, position, this);
            m_knife = new Knife(level, position, this);
            m_bomb = new Grenade(level, position, this);

            weapon = m_handgun;

            font = level.Content.Load<SpriteFont>("Fonts/Hud");
        }