/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } camera = new FirstPersonCamera(ScreenManager.GraphicsDevice.Viewport); level = LevelCreator.CreateLevel(ScreenManager.Game, currentLevel); texture = content.Load <Texture2D>("title"); }
private static GameLevel CreateShipMapLevel(Game game) { ContentManager Content = game.Content; GameLevel gameLevel = new GameLevel(); // Terrain gameLevel.level = new Level(game, ModelTypes.levelModelFileName[(int)ModelTypes.Levels.shipMap]); // Sky gameLevel.sky = Content.Load<Sky>("Models\\sky1"); gameLevel.world = new EGGEngine.Physics.World(gameLevel.level.Model); // Player gameLevel.weapon = new Weapon(game, ModelTypes.WeaponType.Pistol); //gameLevel.player = new Player(game);//, ModelTypes.PlayerType.TankGirl, new Vector3(0, -3, -5), 0, new Vector3(0, 5, 0), gameLevel.world, gameLevel.weapon); return gameLevel; }
private static GameLevel CreateShipMapLevel(Game game) { ContentManager Content = game.Content; GameLevel gameLevel = new GameLevel(); // Terrain gameLevel.level = new Level(game, ModelTypes.levelModelFileName[(int)ModelTypes.Levels.shipMap]); // Sky gameLevel.sky = Content.Load <Sky>("Models\\sky1"); gameLevel.world = new EGGEngine.Physics.World(gameLevel.level.Model); // Player gameLevel.weapon = new Weapon(game, ModelTypes.WeaponType.Pistol); //gameLevel.player = new Player(game);//, ModelTypes.PlayerType.TankGirl, new Vector3(0, -3, -5), 0, new Vector3(0, 5, 0), gameLevel.world, gameLevel.weapon); return(gameLevel); }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); camera = new FirstPersonCamera(ScreenManager.GraphicsDevice.Viewport); level = LevelCreator.CreateLevel(ScreenManager.Game, currentLevel); texture = content.Load<Texture2D>("title"); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (Content == null) { Content = new ContentManager(ScreenManager.Game.Services, "Content"); } switch (gameMode) { case NetworkSessionComponent.GameMode.DeathMatch: break; case NetworkSessionComponent.GameMode.TeamDeathmatch: break; case NetworkSessionComponent.GameMode.CaptureTheFlag: break; default: break; } this.audioManager = (AudioManager)ScreenManager.Game.Services.GetService(typeof(AudioManager)); //Classes input = new InputHelper(); console = new ConsoleMenu(ScreenManager.Game); ScreenManager.Game.Components.Add(console); //FPS fpsCounter = new FrameRateCounter(ScreenManager.Game); ScreenManager.Game.Components.Add(fpsCounter); Mouse.SetPosition(0, 0); camera = new FirstPersonCamera(ScreenManager.GraphicsDevice.Viewport); level = LevelCreator.CreateLevel(ScreenManager.Game, currentLevel); //player = level.player; weapon = level.weapon; foreach (NetworkGamer gamer in networkSession.AllGamers) { Player player = gamer.Tag as Player; if (player.TeamID == 1) { player.Initialize(ModelTypes.PlayerType.TankGirl, ModelTypes.RedTeamSpawnPoint[(int)currentLevel], ModelTypes.RedTeamSpawnRotation[(int)currentLevel], new Vector3(0, 5, 0), level.world, level.weapon); //player.Initialize(ModelTypes.PlayerType.TankGirl, redTeamSpawnPoint, redTeamSpawnRotation, new Vector3(0, 5, 0), level.world, level.weapon); } else { player.Initialize(ModelTypes.PlayerType.TankGirl, ModelTypes.BlueTeamSpawnPoint[(int)currentLevel], ModelTypes.BlueTeamSpawnRotation[(int)currentLevel], new Vector3(0, 5, 0), level.world, level.weapon); } //player.Initialize(ModelTypes.PlayerType.TankGirl, blueTeamSpawnPoint, blueTeamSpawnRotation, new Vector3(0, 5, 0), level.world, level.weapon); } if (networkSession.LocalGamers.Count > 0) { localPlayer = networkSession.LocalGamers[0].Tag as Player; } #region HUD //HUD hud = new HUD(ScreenManager.Game, localPlayer, weapon.BulletsCount, weapon.MaxBullets, ScreenManager.Game.Content, ScreenManager.SpriteBatch); ScreenManager.Game.Components.Add(hud); messageList = hud.messageList; playerMessage.title = "p"; playerMessage.font = ScreenManager.Font; playerMessage.position = new Vector2(100, 527); playerMessage.text = "Player Score :" + PlayerScore.ToString(); playerMessage.color = Color.Red; messageList.Add(playerMessage); enemyMessage.title = "e"; enemyMessage.font = ScreenManager.Font; enemyMessage.position = new Vector2(100, 554); enemyMessage.color = Color.Blue; enemyMessage.text = "Enemy Score :" + enemyScore.ToString(); messageList.Add(enemyMessage); bulletAmountMessage.title = "b"; bulletAmountMessage.font = ScreenManager.Font; bulletAmountMessage.position = new Vector2(800, 554); bulletAmountMessage.color = Color.White; bulletAmountMessage.text = "Pistol :" + weapon.BulletsCount + "/" + weapon.MaxBullets; messageList.Add(bulletAmountMessage); #endregion string filename = Environment.CurrentDirectory + "GameVariables"; OpenFile(filename); #region unused - speed up loading time //person2.Position = new Vector3(0, 15, -30); //bulletAmount = maxBullets; //ScreenManager.Game.Components.Add(awards = new AwardsComponent(ScreenManager.Game)); //audioHelper = new Audio("Content\\TRA_Game.xgs"); //famas_1 = audioHelper.GetCue("famas-1"); //famas_forearm = audioHelper.GetCue("famas_forearm"); //person2 = new DrawableModel(Content.Load<Model>("Models//model"), Matrix.Identity); //pistol = new DrawableModel(Content.Load<Model>("Models//pistol(1)"), Matrix.Identity); //awards = new AwardsComponent(ScreenManager.Game); //shootAward = new Award { Name = "Shoot!", TextureAssetName = "award-1", ProgressNeeded = 10 }; //shootAward.LoadTexture(Content); //awards.Awards.Add(shootAward); #endregion }