public void LoadEnvironmentLevelOne(GamePlayScreen gamePlayScreen, MainGame mGame) { var castleTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/Castle"); var forestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/forest01"); var bigForestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/forest_02_big"); var vertForestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/forest_03_vert"); var smallForestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/forest04_small"); var longForestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/forest_05_long"); var houseTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/old_house"); var horWallTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/horisontal_wall"); var verWallShortTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/vertical_wall_short"); var verWallTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/vertical_wall"); var treasureChestTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/TreasureChest"); var hauntedHouseTexture = mGame.Content.Load<Texture2D>("Sprites/Environment/dilapidated_house"); var castle01 = new StillSprite(castleTexture); var forest01 = new StillSprite(forestTexture); var forest02 = new StillSprite(forestTexture); var forest03 = new StillSprite(forestTexture); var forest04 = new StillSprite(forestTexture); var forest05 = new StillSprite(forestTexture); var forest06 = new StillSprite(forestTexture); var bigForest01 = new StillSprite(bigForestTexture); var bigForest02 = new StillSprite(bigForestTexture); var bigForest03 = new StillSprite(bigForestTexture); var bigForest04 = new StillSprite(bigForestTexture); var vertForest01 = new StillSprite(vertForestTexture); var vertForest02 = new StillSprite(vertForestTexture); var vertForest03 = new StillSprite(vertForestTexture); var vertForest04 = new StillSprite(vertForestTexture); var vertForest05 = new StillSprite(vertForestTexture); var vertForest06 = new StillSprite(vertForestTexture); var vertForest07 = new StillSprite(vertForestTexture); var vertForest08 = new StillSprite(vertForestTexture); var smallForest01 = new StillSprite(smallForestTexture); var smallForest02 = new StillSprite(smallForestTexture); var smallForest03 = new StillSprite(smallForestTexture); var smallForest04 = new StillSprite(smallForestTexture); var longForest01 = new StillSprite(longForestTexture); var oldHouse01 = new StillSprite(houseTexture); var oldHouse02 = new StillSprite(houseTexture); var oldHouse03 = new StillSprite(houseTexture); var horisontalWall01 = new StillSprite(horWallTexture); var horisontalWall02 = new StillSprite(horWallTexture); var verticalWall01 = new StillSprite(verWallTexture); var verticalWallShort01 = new StillSprite(verWallShortTexture); var verticalWallShort02 = new StillSprite(verWallShortTexture); castle01.Position = new Vector2(50, 50); oldHouse01.Position = new Vector2(60, 320); oldHouse02.Position = new Vector2(60, 500); oldHouse03.Position = new Vector2(260, 50); horisontalWall01.Position = new Vector2(0, 0); horisontalWall02.Position = new Vector2(0, 850); verticalWall01.Position = new Vector2(0, 50); verticalWallShort01.Position = new Vector2(550, 50); verticalWallShort02.Position = new Vector2(550, 500); forest01.Position = new Vector2(600, 0); bigForest01.Position = new Vector2(600, 500); vertForest01.Position = new Vector2(1400, 0); forest02.Position = new Vector2(1600, 600); forest03.Position = new Vector2(1600, 1000); forest04.Position = new Vector2(600, 1600); smallForest01.Position = new Vector2(1800, 1200); smallForest03.Position = new Vector2(800, 1100); smallForest04.Position = new Vector2(800, 1300); vertForest02.Position = new Vector2(1400, 1000); vertForest03.Position = new Vector2(2600, 0); vertForest04.Position = new Vector2(2600, 800); forest05.Position = new Vector2(1600, 1600); forest06.Position = new Vector2(1400, 2000); bigForest02.Position = new Vector2(0, 1200); bigForest03.Position = new Vector2(1800, 200); longForest01.Position = new Vector2(0, 2000); bigForest04.Position = new Vector2(2600, 1800); vertForest05.Position = new Vector2(3000, 1000); vertForest06.Position = new Vector2(3000, 200); smallForest02.Position = new Vector2(3200, 200); vertForest07.Position = new Vector2(3400, 600); vertForest08.Position = new Vector2(3400, 1400); //treasure chest InteractionSprite treasureChest01 = new InteractionSprite(treasureChestTexture, InteractionType.Chest); treasureChest01.Position = new Vector2(1270, 30); treasureChest01.SetCollisionRectangle(); InteractionSprite hauntedHouseSprite = new InteractionSprite(hauntedHouseTexture, InteractionType.Entrance, "Haunted house"); hauntedHouseSprite.Position = new Vector2(0, 2200); hauntedHouseSprite.SetCollisionRectangle(); gamePlayScreen.Interactables = new List<InteractionSprite>() { treasureChest01, hauntedHouseSprite }; foreach (var sprite in gamePlayScreen.Interactables) { if (sprite.InteractionType == InteractionType.Chest) { sprite.Treasure = mGame.Engine.Loot.Treasure; } } gamePlayScreen.environmentSprites = new List<Sprite> { castle01, forest01, oldHouse01, oldHouse02, oldHouse03, horisontalWall01, horisontalWall02, verticalWall01, verticalWallShort01, verticalWallShort02, bigForest01, vertForest01, forest02, vertForest02, bigForest02, bigForest03, vertForest03, forest03, vertForest04, forest04, longForest01, smallForest01, forest05, forest06, bigForest04, vertForest05, vertForest06, smallForest02, vertForest07, vertForest08, smallForest03, smallForest04, hauntedHouseSprite }; gamePlayScreen.Interactables.Clear(); LoadTreasureChests(gamePlayScreen, mGame, treasureChestTexture); gamePlayScreen.Interactables.Add(hauntedHouseSprite); }
private static void LoadTreasureChests(GamePlayScreen gamePlayScreen, MainGame mGame, Texture2D treasureChestTexture) { foreach (var chest in mGame.Engine.Loot.TreasureChests) { var treasure = new InteractionSprite(treasureChestTexture, InteractionType.Chest); treasure.Position = new Vector2((float)chest.Location.X, (float)chest.Location.Y); treasure.SetCollisionRectangle(); gamePlayScreen.Interactables.Add(treasure); gamePlayScreen.environmentSprites.Add(treasure); } }