protected override void LoadContent() { names = System.IO.File.ReadAllLines("names.txt"); // reads in the file and stores the text in a linear array Array.Sort(names); // sorts the array alphabetically Random rng = new Random(); // create a random number generator name = names[rng.Next(0, names.Length)]; // sets player name to be a random name chosen from the array reset = false; // sets reset to false. spriteBatch = new SpriteBatch(GraphicsDevice); // calls a new insatnce forsprite batch so that the program can draw images playerfont = Content.Load <SpriteFont>("health"); //loads ina spritetext file to be used for outputing text to an array Title = Content.Load <Texture2D>("Quarterra"); // loads in the title image from the content folder background = Content.Load <Texture2D>("background"); //loads the background image in from the foler for the game graphics.PreferredBackBufferHeight = screenHeight; // sets the screen height to the value provided in the variable graphics.PreferredBackBufferWidth = screenWidth; // sets the screen width to the value provided in the variable graphics.ApplyChanges(); // applys new screen resolution IsMouseVisible = true; // allows the mouse cursor to be visible when inside the window effect = Content.Load <SoundEffect>("Run"); backbounds = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // sets a bounding box of the game to be that of the screen size btnplay = new cButton(Content.Load <Texture2D>("Button1"), graphics.GraphicsDevice); // creates a new start button with the image loaded from the content folder and using the graphics device as a bounding box btnplay.setPosition(new Vector2(350, 300)); // changes the position of the button to the centre of the screen camera = new Camera(GraphicsDevice.Viewport); // creates a new camera instance so that the camera can scroll until the player reaches the end of the map worldmap = System.IO.File.ReadAllLines("world.txt"); // reads a file and stores all the map data to an array data = System.IO.File.ReadAllLines("save.txt"); //loads the player data from a file and stores it in an array mapgen = new int[worldmap.Length, worldmap[0].Length]; // creates a 2d array so that it can be passed into a the map gen class for (int j = 0; j < worldmap.Length; j++) { for (int i = 0; i < worldmap[j].Length; i++) { try { mapgen[j, i] = int.Parse(worldmap[j].Substring(i, 1)); } catch { } // attempts to split up the old array into a 2d array so that the world can be generated } } Blocks.Content = Content; // sets the load section of blocks to the content foler map.GenerateMap(mapgen, 50); // generates the map using the data in the array p1.Load(Content, data); // loads the player using the content data enemyM.Load(Content, map.Width); //loads the enemy using the content data }
public void DrawMainMenu(SpriteBatch spriteBatch) { Vector2 position = getXYtoDrawMenu(); mainMenu.Draw(spriteBatch, position); switch (device) { #region DrawMainMenu Desktop case CurrentDevice.Desktop: btnPlay.setPosition(new Vector2(330 + (int)position.Y, 255 + (int)position.X)); btnPlay.Draw(spriteBatch); break; #endregion #region DrawMainMenu Phone case CurrentDevice.Phone: spriteBatch.DrawString(font, startGame, new Vector2(270 + (int)position.Y, 240 + (int)position.X), Color.Black * transparency); break; #endregion } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new SpriteBatch, which can be used to draw textures. Marcel_Basis.LoadContent(GlobalVars, this); Marco_Basis.LoadContent(GlobalVars, this); Marc_Basis.LoadContent(GlobalVars, this); Paul_Basis.LoadContent(GlobalVars, this); Eljakim_Basis.LoadContent(GlobalVars, this); /* * TODO: use this.Content to load your game content here */ graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; graphics.ApplyChanges(); IsMouseVisible = true; btnPlay = new cButton(Content.Load <Texture2D>("button"), graphics.GraphicsDevice); btnPlay.setPosition(new Vector2(600, 0)); }
public void DrawPause(SpriteBatch spriteBatch) { Vector2 position = getXYtoDrawMenu(); switch (device) { #region DrawPause Desktop case CurrentDevice.Desktop: backToGameButton.setPosition(new Vector2(330 + (int)position.Y, 300 + (int)position.X)); backToGameButton.Draw(spriteBatch); exitButton.setPosition(new Vector2(330 + (int)position.Y, 350 + (int)position.X)); exitButton.Draw(spriteBatch); break; #endregion #region DrawPause Phone case CurrentDevice.Phone: spriteBatch.DrawString(font, backToGame, new Vector2(300 + (int)position.Y, 240 + (int)position.X), Color.Black * transparency); spriteBatch.DrawString(font, quitGame, new Vector2(300 + (int)position.Y, 270 + (int)position.X), Color.Black * transparency); break; #endregion } }