Esempio n. 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);

            LineBatch.init(GraphicsDevice);
            texBack   = Util.texFromFile(GraphicsDevice, dir + "back3.png");    //***
            texpaddle = Util.texFromFile(GraphicsDevice, dir + "red64x32.png"); //***
            texBall   = Util.texFromFile(GraphicsDevice, dir + "ball2.png");    //***
            texBlock1 = Util.texFromFile(GraphicsDevice, dir + "white64x32.png");
            paddle    = new Sprite3(true, texpaddle, xx, yy);
            paddle.setBBToTexture();
            ball = new Sprite3(true, texBall, xx, yy);
            ball.setBBandHSFractionOfTexCentered(0.7f);
            sl = new SpriteList();

            back1    = new ImageBackground(texBack, Color.White, GraphicsDevice);
            playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); // width and height
            for (int y = 0; y < 5; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    Sprite3 s = new Sprite3(true, texBlock1, x * 68 + playArea.X + blocksOffsetX, y * 36 + playArea.Y + blocksOffsetY);
                    s.hitPoints = 1;
                    if (y == 0)
                    {
                        s.hitPoints = 2;
                        s.setColor(Color.LightBlue);
                    }

                    sl.addSpriteReuse(s);
                }
            }
            // TODO: use this.Content to load your game content here
        }
Esempio n. 2
0
        public void NewBall(float x, float y)
        {
            Sprite3 ball = new Sprite3(true, texBall, x, y);

            ball.setBBandHSFractionOfTexCentered(0.4f);

            ball.setPos(paddle.getPos() + ballOffset);
            ball.setDeltaSpeed(new Vector2(7, 0));

            ballList.addSpriteReuse(ball);
        }
Esempio n. 3
0
        //Somewhere to store previous keyboard information so we can detect a single key click(as opposed to the 30 a second we get on a key depress)



        public override void LoadContent()
        {
            spriteBatch = new SpriteBatch(graphicsDevice);

            //
            random = new Random();

            //  font1 = Content.Load<SpriteFont>("Fontey");

            Particle1 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle1.png");
            Particle2 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle2.png");
            Particle3 = Util.texFromFile(graphicsDevice, Dir.dir + "Particle3.png");
            Particle4 = Util.texFromFile(graphicsDevice, Dir.dir + "ParticleArrow.png");
            Particle5 = Util.texFromFile(graphicsDevice, Dir.dir + "Cloud8.png");
            Particle6 = Util.texFromFile(graphicsDevice, Dir.dir + "Bug2.png");

            tex = Particle2;


            //

            font1         = Content.Load <SpriteFont>("SpriteFont1");
            texBack       = texFromFile(graphicsDevice, dir + "levelOneBack1.png");
            spider        = texFromFile(graphicsDevice, dir + "Bug.png");
            texpaddle     = texFromFile(graphicsDevice, dir + "paddle2.png");
            bee           = texFromFile(graphicsDevice, dir + "Bee2.png");
            texAnmiation1 = Util.texFromFile(graphicsDevice, dir + "coin3.png");
            texDragon     = Util.texFromFile(graphicsDevice, dir + "dragon.png");
            scrolling1    = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(0, 0, 800, 600));
            scrolling2    = new Scrolling(Content.Load <Texture2D>("skyMenu"), new Rectangle(800, 0, 800, 600));
            music         = Content.Load <SoundEffect>("MUSIC1");
            limSound      = new LimitSound(music, 3);
            bazooka       = Content.Load <SoundEffect>("bazooka_fire");
            baz           = bazooka.CreateInstance();

            LineBatch.init(graphicsDevice);


            dragonList = new SpriteList();
            for (int y = 0; y < 3; y++)
            {
                for (int i = 0; i < 5; i++)
                {
                    dragon = new Sprite3(true, texDragon, 250 + a, 80 + b);
                    dragon.setXframes(8);
                    dragon.setYframes(1);
                    dragon.setWidthHeight(32, 32);
                    //anmiation1.setBBToTexture();
                    dragon.setBB(7, 7, 130, 124);
                    Vector2[] seq1 = new Vector2[8];
                    seq1[0].X = 0; seq1[0].Y = 0;
                    seq1[1].X = 1; seq1[1].Y = 0;
                    seq1[2].X = 2; seq1[2].Y = 0;
                    seq1[3].X = 3; seq1[3].Y = 0;
                    seq1[4].X = 4; seq1[4].Y = 0;
                    seq1[5].X = 5; seq1[5].Y = 0;
                    seq1[6].X = 6; seq1[6].Y = 0;
                    seq1[7].X = 7; seq1[7].Y = 0;

                    dragon.setAnimationSequence(seq1, 0, 7, 10);
                    dragon.animationStart();
                    dragonList.addSpriteReuse(dragon);
                    a = a + 64;
                }
                a = 0;
                b = b + 80;
            }

            ballPos = new Vector2(xx, yy);
            paddle  = new Sprite3(true, texpaddle, xx, bot - texpaddle.Height);
            paddle.setBBToTexture();
            back1    = new ImageBackground(texBack, Color.White, graphicsDevice);
            playArea = new Rectangle(lhs, top, rhs - lhs, bot - top);      // width and height

            texBall = Util.texFromFile(graphicsDevice, dir + "ball2.png"); //***

            ball = new Sprite3(true, texBall, xx, yy);
            ball.setBBandHSFractionOfTexCentered(0.7f);
        }