public virtual void UnloadContent() { content.Unload(); inputManager = null; attributes.Clear(); contents.Clear(); }
public virtual void LoadContent(ContentManager Content, InputManager inputManager) { content = new ContentManager(Content.ServiceProvider, "Content"); attributes = new List<List<string>>(); contents = new List<List<string>>(); this.inputManager = inputManager; }
public override void LoadContent(ContentManager Content, InputManager inputManager) { base.LoadContent(Content, inputManager); if (font == null) font = this.content.Load<SpriteFont>("Font1"); menu = new MenuManager(); menu.LoadContent(content, "Title"); }
public void AddScreen(GameScreen screen, InputManager inputManager, float alpha) { transition = true; newScreen = screen; fade.IsActive = true; fade.Alpha = alpha; fade.Increase = true; fade.ActivateValue = 1.0f; this.inputManager = inputManager; }
public override void LoadContent(ContentManager content, List<string> attributes, List<string> contents, InputManager input) { base.LoadContent(content, attributes, contents, input); font = content.Load<SpriteFont>("Font1"); sound = new Audio(); sound.LoadContent(content); bullets1 = new List<Vector2>(); bullets2 = new List<Vector2>(); bulletImage = content.Load<Texture2D>("bullet"); keyPressed = false; }
public override void LoadContent(ContentManager content, List<string> attributes, List<string> contents, InputManager input) { base.LoadContent(content, attributes, contents, input); direction = 2; origPosition = position; if (direction == 1) destPosition.X = origPosition.X + range; else destPosition.X = origPosition.X - range; moveAnimation.IsActive = true; }
public override void LoadContent(ContentManager content, InputManager input) { base.LoadContent(content, input); player = new EntityManager(); enemies = new EntityManager(); map = new Map(); font = content.Load<SpriteFont>("Font1"); map.LoadContent(content, map, "Map1"); player.LoadContent("Player", content, "Load/Player.k", "", input); enemies.LoadContent("Enemy", content, "Load/Enemies.k", "Level1", input); illusions = content.Load<Song>("Audio/Illusions"); MediaPlayer.Volume = 0.3f; MediaPlayer.IsRepeating = true; }
public void LoadContent(string entityType, ContentManager Content, string fileName, string identifier, InputManager input) { this.input = input; entities = new List<Entity>(); attributes = new List<List<string>>(); contents = new List<List<string>>(); fileManager = new FileManager(); if (identifier == String.Empty) fileManager.LoadContent(fileName, attributes, contents); else fileManager.LoadContent(fileName, attributes, contents, identifier); for (int i = 0; i < attributes.Count; i++) { Type newClass = Type.GetType("WindowsGame2." + entityType); entities.Add((Entity)Activator.CreateInstance(newClass)); entities[i].LoadContent(Content, attributes[i], contents[i], this.input); } }
public override void LoadContent(ContentManager Content, InputManager inputManager) { base.LoadContent(Content, inputManager); if (font == null) font = this.content.Load<SpriteFont>("Font1"); imageNumber = 0; fileManager = new FileManager(); animation = new List<Animation>(); fAnimation = new FadeAnimation(); images = new List<Texture2D>(); fileManager.LoadContent("Load/Splash.k", attributes, contents); for(int i = 0; i < attributes.Count; i++) { for(int j = 0; j < attributes[i].Count; j++) { switch(attributes[i][j]) { case "Image": images.Add(this.content.Load<Texture2D>(contents[i][j])); animation.Add(new FadeAnimation()); break; } } } for (int i = 0; i < animation.Count; i++) { //imageWidth / 2 * scale - imageWidth rescaled screen so now no scaling is needed //imageHeight / 2 * scale - imageHeight animation[i].LoadContent(content, images[i], "", new Vector2(0, 0)); animation[i].Scale = 1.25f; animation[i].IsActive = true; } }
public override void Update(GameTime gameTime, InputManager input, Collision col, Layer layer) { base.Update(gameTime, input, col, layer); moveAnimation.DrawColor = Color.White; if(direction == 1) { velocity.X = moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 0); } else if(direction == 2) { velocity.X = -moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 1); } if (activateGravity) velocity.Y += gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; else velocity.Y = 0; position += velocity; if(direction == 1 && position.X >= destPosition.X) { direction = 2; destPosition.X = origPosition.X - range; } else if(direction == 2 && position.X <= destPosition.X) { direction = 1; destPosition.X = origPosition.X + range; } moveAnimation.Position = position; ssAnimation.Update(gameTime, ref moveAnimation); }
public override void Update(GameTime gameTime, InputManager input, Collision col, Layer layer) { base.Update(gameTime, input, col, layer); moveAnimation.DrawColor = Color.White; moveAnimation.IsActive = true; //will be true and makes player move through row of animations as long as the the last else isn't true which turns animation back off if (health > 0) { if (input.KeyDown(Keys.Right, Keys.D)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 0); //moves to row 0 the row looking right on sprite sheet velocity.X = moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Direction = 0; if (sound.WalkingInstance.State == SoundState.Stopped) { sound.WalkingInstance.Volume = 0.75f; sound.WalkingInstance.IsLooped = true; sound.WalkingInstance.Play(); } else sound.WalkingInstance.Resume(); } else if (input.KeyDown(Keys.Left, Keys.A)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 1); //moves to row 1 the row looking left on sprite sheet velocity.X = -moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; Direction = 1; if (sound.WalkingInstance.State == SoundState.Stopped) { sound.WalkingInstance.Volume = 0.75f; sound.WalkingInstance.IsLooped = true; sound.WalkingInstance.Play(); } else sound.WalkingInstance.Resume(); } else { moveAnimation.IsActive = false; //if key isn't pressed turn off X axis scrolling on sprite sheet velocity.X = 0; if (sound.WalkingInstance.State == SoundState.Playing) sound.WalkingInstance.Pause(); } if (input.KeyDown(Keys.Up, Keys.W) && !activateGravity) { velocity.Y = -jumpSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; activateGravity = true; sound.Jump.Play(); } if (activateGravity) velocity.Y += gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; else velocity.Y = 0; if (input.KeyDown(Keys.R) && keyPressed == false) //if R is pressed add a bullet as long as key isn't already pressed { if (Direction == 0) bullets1.Add(position); else bullets2.Add(position); keyPressed = true; } if (Keyboard.GetState().IsKeyUp(Keys.R)) //only way to fire again is to unpress key keyPressed = false; for (int i = 0; i < bullets1.Count; i++) { float x = bullets1[i].X; x += bulletSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; bullets1[i] = new Vector2(x, bullets1[i].Y); } for (int i = 0; i < bullets2.Count; i++) { float x = bullets2[i].X; x -= bulletSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; bullets2[i] = new Vector2(x, bullets2[i].Y); } position += velocity; moveAnimation.Position = position; ssAnimation.Update(gameTime, ref moveAnimation); Camera.Instance.SetFocalPoint(new Vector2(position.X, ScreenManager.Instance.Dimensions.Y / 2)); } }
public virtual void LoadContent(ContentManager content, List<string> attributes, List<string> contents, InputManager input) { this.content = new ContentManager(content.ServiceProvider, "Content"); moveAnimation = new Animation(); ssAnimation = new SpriteSheetAnimation(); for (int i = 0; i < attributes.Count; i++) { switch (attributes[i]) { case "Health": health = int.Parse(contents[i]); break; case "Frames": string[] frames = contents[i].Split(','); moveAnimation.Frames = new Vector2(int.Parse(frames[0]), int.Parse(frames[1])); break; case "Image": image = this.content.Load<Texture2D>(contents[i]); break; case "Position": frames = contents[i].Split(','); position = new Vector2(int.Parse(frames[0]), int.Parse(frames[1])); break; case "MoveSpeed": moveSpeed = float.Parse(contents[i]); break; case "Range": range = int.Parse(contents[i]); break; } } gravity = 100f; velocity = Vector2.Zero; syncTilePostion = false; activateGravity = true; moveAnimation.LoadContent(content, image, "", position); }
public virtual void Update(GameTime gameTime, InputManager input, Collision col, Layer layer) { syncTilePostion = false; prevPosition = position; }
public void Update(GameTime gameTime, InputManager inputManager) { if (axis == 1) { if (inputManager.KeyPressed(Keys.Right, Keys.D)) itemNumber++; else if (inputManager.KeyPressed(Keys.Left, Keys.A)) itemNumber--; } else { if (inputManager.KeyPressed(Keys.Down, Keys.S)) itemNumber++; else if (inputManager.KeyPressed(Keys.Up, Keys.W)) itemNumber--; } if (inputManager.KeyPressed(Keys.Enter, Keys.Z)) { if(linkType[itemNumber] == "Screen") { Type newClass = Type.GetType("WindowsGame2." + linkID[itemNumber]); ScreenManager.Instance.AddScreen((GameScreen)Activator.CreateInstance(newClass), inputManager); } } if (itemNumber < 0) //doesn't allow menu to go below or above targets itemNumber = 0; else if (itemNumber > menuItems.Count - 1) itemNumber = menuItems.Count - 1; for (int i = 0; i < animation.Count; i++) { for (int j = 0; j < animationTypes.Count; j++) { if (itemNumber == i) animation[i].IsActive = true; else animation[i].IsActive = false; Animation a = animation[i]; switch (animationTypes[j]) { case "Fade": fAnimation.Update(gameTime, ref a); break; case "SSheet": ssAnimation.Update(gameTime, ref a); break; } animation[i] = a; } } }
public void Initialize() { currentScreen = new GameplayScreen(); fade = new FadeAnimation(); inputManager = new InputManager(); }