Exemple #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            RAM.camera = new Camera();

            RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont1"));
            RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont2"));
            RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont3"));
            RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont4"));
            RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont5"));



            RAM.Add_Player(new TestPlayer(0, new Vector2(486, 543), new Vector2(-20, -130)));
            RAM.Add_Player(new TestPlayer2(1, new Vector2(1054, 445), Vector2.Zero));
            RAM.Add_Player(new TestPlayer3(2, new Vector2(164, 634), Vector2.Zero));
            RAM.Add_Player(new TestPlayer4(3, new Vector2(534, 543), Vector2.Zero));
            RAM.Add_Player(new TestPlayer5(4, new Vector2(16 * 60, 8 * 60), Vector2.Zero));

            //RAM.Add_Item(new ItemPotion());

            RAM.Add_Item(new EquipmentItems("Rusty Armor", "It's old", 1));
            RAM.Add_Item(new EquipmentItems("Paring Knife", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Semispathae", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Cutlass", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Main Gauche", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Claymore", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Gurkha", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Night Saber", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Heavy Sword", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Dragon Blade", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Plant Saber", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Sigh", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Bloody Dagger", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Ninja Sword", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Rock Buster", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Berserk Stinger", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Passing Showers", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Exorcist", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Quaking Blade", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Ancient Hero", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Blood Shark", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Crystal Blade", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Hero Blade", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Super Flashlight", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Dragon Slayer", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Ridill", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Regal Darkness", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Edmon Ninja", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Ogre Knife", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Titan's Treasure", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Heavenly Wings", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Hades Blade", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Hrunting", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Durandal", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("RFragarach", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Dainsleif", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Eckesachs", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Claiomh Solais", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Aroundight", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Yoshisuna", "It's a key... to a door", 1));
            RAM.Add_Item(new EquipmentItems("Baal Sword", "It's a key... to a door", 1));

            RAM.Add_Item(new BattleItems("Poison Pill", "It's a key... to a door", 1));
            RAM.Add_Item(new BattleItems("Freeze Pill", "It's a key... to a door", 1));

            RAM.Add_Item(new Synthesizing("Iron", "It's a key... to a door", 1));
            RAM.Add_Item(new Synthesizing("Steel", "It's a key... to a door", 1));
            RAM.Add_Item(new Synthesizing("Bronze", "It's a key... to a door", 1));
            RAM.Add_Item(new Synthesizing("Sliver", "It's a key... to a door", 1));
            RAM.Add_Item(new Synthesizing("Gold", "It's a key... to a door", 1));

            RAM.Add_Item(new StoryItems("Blood", "It's old", 1));
            RAM.Add_Item(new StoryItems("Key", "It's old", 1));



            map = new Map();


            // TODO: use this.Content to load your game content here
        }