/// <summary> /// load tile map data /// </summary> public override void LoadLevel() { shadowCam = new ShadowCamera(this); shadowCam.Enabled = true; //set tile set row before the level base.loadlevel switch (GroupIndex) { case 0: TileSetRow = 0; break; case 1: TileSetRow = 1; break; case 2: TileSetRow = 2; break; } base.LoadLevel(); loadGroupInfo(GroupIndex); SetPortalState(true); }
/// <summary> /// load screen content /// </summary> public override void LoadContent() { Pausable = true; SoundManager.PlaySong("Group_2_boss", true); //save current screen and data for next level levelData = LevelData.Load(); levelData.LastScreen = ScreenOrder.ScreenToId(this); levelData.GroupIndex = 2; levelData.LevelIndex = 0; levelData.Save(); level = new Level("Levels/boss2.bmp"); level.TileSetRow = 1; level.LoadLevel(); level.CamType = "shadow"; boss = new Boss(1); bossCam = new ShadowCamera(level); bossCam.CamSpeed = -2.5f; bossCam.Enabled = true; wallBoss = ImageTools.LoadTexture2D("Characters/Bosses/shadow_wall_boss"); LoadEyes(); //load projectiles boss.Projectiles.Add(new ShadowBall(level.Player, new Vector2(-8, 0), new Vector2(1280, 192))); boss.Projectiles.Add(new ShadowBall(level.Player, new Vector2(-8, 0), new Vector2(1280, 192 * 2))); boss.Projectiles.Add(new ShadowBall(level.Player, new Vector2(-8, 0), new Vector2(1280, 192 * 3))); boss.Projectiles.Add(new ShadowBall(level.Player, new Vector2(-8, 0), new Vector2(1280, 192 * 4))); background = new ParallaxBackground(ImageTools.LoadTexture2D("Graphics/Backgrounds/cave_level_2_background"), ImageTools.LoadTexture2D("Graphics/Backgrounds/cave_level_2_bottom_parallax"), ImageTools.LoadTexture2D("Graphics/Backgrounds/cave_level_2_top_parallax")); dbox = new DialogueBox("Scripts/boss2Script.txt"); dbox.LoadDBox(); dbox.IsActive = true; base.LoadContent(); }