//Constructor public InstructionScreen(Game1 game1) { game = game1; //assigns the game1 object to game attribute gameState = new GameState(game); // creates the gameState object and puts it into gamestate attribute font1 = game.Content.Load<SpriteFont>("Font1"); //loads the Font1 sprite font // LOAD ALL THE ART backwardsA = game.Content.Load<Texture2D>("backwards"); backwardsArrow = game.Content.Load<Texture2D>("backwards arrow"); forwardD = game.Content.Load<Texture2D>("forward "); forwardArrow = game.Content.Load<Texture2D>("forward arrow"); grapple1 = game.Content.Load<Texture2D>("eGrapple"); grapple2 = game.Content.Load<Texture2D>("leftshift"); grapple3 = game.Content.Load<Texture2D>("rightShift"); space = game.Content.Load<Texture2D>("space"); pause = game.Content.Load <Texture2D>("pauseControl"); color = game.Content.Load<Texture2D>("pause"); back = game.Content.Load<Texture2D>("back"); grappleDown1 = game.Content.Load<Texture2D>("grappleDownArrow"); grappleDown2 = game.Content.Load<Texture2D>("grappleDownS"); grappleUp1 = game.Content.Load<Texture2D>("grappleUPW"); grappleUp2 = game.Content.Load<Texture2D>("grappleUPArrow"); title = game.Content.Load<Texture2D>("instructionTitle"); }
//Constructor public CreditScreen(Game1 game1) { game = game1; //assigns the game1 object gameState = new GameState(game); //creates a new gamestate class object and assigns it to gamestate font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 spriteFont back = game.Content.Load<Texture2D>("back"); title = game.Content.Load<Texture2D>("creditsTitle"); logo = game.Content.Load<Texture2D>("LavaLogo"); names = game.Content.Load<Texture2D>("Names"); bg = game.Content.Load<Texture2D>("pause"); music = game.Content.Load<Texture2D>("musicCredits"); }
public Goal(Texture2D texture, int x, int y, int width, int height, Game1 game1, GameScreen gs) { game = game1; ls = new LevelScreen(game); theGame = game; save = new SaveInfo(); state = new GameState(game); rect = new Rectangle(x, y, width, height); xPostion = x; yPostion = y; this.width = width; this.height = height; goalTexture = texture; gameScreen = gs; }
//Constructor public OptionScreen(Game1 game1) { game = game1; gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); //loads Font1 back = game.Content.Load<Texture2D>("back"); soundOn1 = game.Content.Load<Texture2D>("soundOn1"); soundOn2 = game.Content.Load<Texture2D>("soundOn2"); soundOff1 = game.Content.Load<Texture2D>("soundOff1"); soundOff2 = game.Content.Load<Texture2D>("soundOff2"); levelUnlock1 = game.Content.Load<Texture2D>("levelUnlock1"); levelUnlock2 = game.Content.Load<Texture2D>("levelUnlock2"); resetHS1 = game.Content.Load<Texture2D>("resetHS1"); resetHS2 = game.Content.Load<Texture2D>("resetHS2"); info = new SaveInfo(); count = 0; }
public EndLevelScreen(Game1 game1, string previousLevelIn, string currentLevelIn, string currentLevelName) { game = game1; //assigns the game1 object previousLevel = previousLevelIn; gameState = new GameState(game); //creates a new gamestate class object and assigns it to gamestate font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 spriteFont count = 0; levelName = currentLevelName; currentLevel = currentLevelIn; // loading images continue1 = game.Content.Load<Texture2D>("continue1"); continue2 = game.Content.Load<Texture2D>("continue2"); tryAgain1 = game.Content.Load<Texture2D>("tryagain1"); tryAgain2 = game.Content.Load<Texture2D>("tryagain2"); quit1 = game.Content.Load<Texture2D>("quit1"); quit2 = game.Content.Load<Texture2D>("quit2"); }
//Constructor public LevelScreen(Game1 game1) { save = new SaveInfo(); game = game1; gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 lastState = Keyboard.GetState(); levels = save.ReadUnlock(); back = game.Content.Load<Texture2D>("back"); lvl1 = game.Content.Load<Texture2D>("level1"); lvl2 = game.Content.Load<Texture2D>("level2"); lvl3 = game.Content.Load<Texture2D>("level3"); lvl4 = game.Content.Load<Texture2D>("level4"); lvl5 = game.Content.Load<Texture2D>("level5"); lvl6 = game.Content.Load<Texture2D>("level6"); currentLvl = "level1.txt"; nextLvl = "level2.txt"; }
//Constructor public PauseScreen(Game1 game1, GameScreen currentGame) { game = game1;// assigns game1 to game gameState = new GameState(game); // creates new gamestate object and assigns it to gameState font1 = game.Content.Load<SpriteFont>("Font1"); // loads Font1 lastState = Keyboard.GetState();// sets keyboard state gameScreen = currentGame; // sets gameScreen to current Gamescreen screenWidth = 1000; //sets width to 1000 screenHeight = 800; //sets height to 800 button = 0; // load all the images title = game.Content.Load<Texture2D>("pauseTitle"); continue1 = game.Content.Load<Texture2D>("continue1"); continue2 = game.Content.Load<Texture2D>("continue2"); options1 = game.Content.Load<Texture2D>("options1"); options2 = game.Content.Load<Texture2D>("options2"); howTo1 = game.Content.Load<Texture2D>("instruction1"); howTo2 = game.Content.Load<Texture2D>("instruction2"); screen = game.Content.Load<Texture2D>("pause"); }
/// <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); // TODO: use this.Content to load your game content here gameState = new GameState(this); gameState.StartScreen = new StartScreen(this); playerSprite = Content.Load<Texture2D>("player_forward"); playerSprite_Forward = Content.Load<Texture2D>("player_forward"); playerSprite_Backwards = Content.Load<Texture2D>("player_backwards"); wallSprite = Content.Load<Texture2D>("stone box"); goalSprite = Content.Load<Texture2D>("goal"); backgroundSprite = Content.Load<Texture2D>("background"); titleSprite = Content.Load<Texture2D>("title"); creditButton1 = Content.Load<Texture2D>("credit1"); creditButton2 = Content.Load<Texture2D>("credit2"); levelButton1 = Content.Load<Texture2D>("levelbutton1"); levelButton2 = Content.Load<Texture2D>("levelbutton2"); startButton1 = Content.Load<Texture2D>("startbutton1"); startButton2 = Content.Load<Texture2D>("startbutton2"); options1 = Content.Load<Texture2D>("options1"); options2 = Content.Load<Texture2D>("options2"); instructions1 = Content.Load<Texture2D>("instruction1"); instructions2 = Content.Load<Texture2D>("instruction2"); optionsTitle = Content.Load<Texture2D>("OptionsTitle"); levelTitle = Content.Load<Texture2D>("levelSelectTitle"); enemySprite = Content.Load<Texture2D>("enemy"); bulletSprite = Content.Load<Texture2D>("bullet"); gemSprite = Content.Load<Texture2D>("gem"); lavaBack = Content.Load<Texture2D>("lavaBackground"); ///////////////////////////////////////// lavaFront = Content.Load<Texture2D>("lavaForeground"); jumpS = Content.Load<SoundEffect>("audio_jump.wav"); grappleS = Content.Load<SoundEffect>("audio_grapple.wav"); goalS = Content.Load<SoundEffect>("audio_goalReached"); menuMoveS = Content.Load<SoundEffect>("audio_menuMove.wav"); showdownS = Content.Load<SoundEffect>("audio_showdown"); defaultMusS = Content.Load<SoundEffect>("backgroundMusic"); coinS = Content.Load<SoundEffect>("audio_coin"); Random rand = new Random(); double volume; if (rand.Next(2) == 0) { Music.backgroundMusic = defaultMusS; volume = .1; } else { Music.backgroundMusic = showdownS; volume = .5; } try { backgroundMusic = Music.backgroundMusic.CreateInstance(); } catch { Music.canPlay = false; playMusic = false; } if(Music.canPlay) { backgroundMusic.Volume = (float)volume; backgroundMusic.IsLooped = true; if (playMusic) { backgroundMusic.Play(); } } // Anna Stuff picHeight = 0; picWidth = 0; }
//basic game screen constructor public GameScreen(Game1 game) { this.game = game; gameState = new GameState(game); //creates new gameState object and assigns it to game screen font1 = game.Content.Load<SpriteFont>("Font1"); //loads Font1 drawList = new List<GameObject>(); enemyList = new List<Enemy>(); timeSinceLastMove = 0; enemyPathList = new List<EnemyPathEnd>(); colList = new List<Rectangle>(); gemsList = new List<Gold>(); bulletList = new List<Bullet>(); platformList = new List<Platform>(); SaveInfo info = new SaveInfo(); Dictionary<string, int> highscoreDict = info.ReadHighScore(); highScore = highscoreDict[levelName]; // reading in the file StreamReader input = null; input = new StreamReader(levelFile); // this will load in whatever level the player picks string text = ""; level = input.ReadLine(); // brings in the level name text = input.ReadLine(); // brings in the high score as a string //int.TryParse(text, out highScore); // now its an int text = input.ReadLine(); // brings in the best time as a string double.TryParse(text, out bestTime); // now its a double text = input.ReadLine(); // read in width int.TryParse(text, out gameWidth); text = input.ReadLine(); // read in height int.TryParse(text, out gameHeight); int xPos = game.screenWidth / gameWidth; //int yPos = game.screenHeight / gameHeight; grappleableObjectList = new List<GameObject>(); int y = -gameHeight + 8; while ((text = input.ReadLine()) != null) { int x = 0; string[] gamePiece = text.Split(); foreach (string piece in gamePiece) { if (piece == "w") { Platform block = new Platform(game.wallSprite, xPos * x + x, xPos * y + y, xPos, xPos); drawList.Add(block); colList.Add(block.rect); platformList.Add(block); grappleableObjectList.Add(block); } else if (piece == "c") { player = new Player(game.playerSprite, xPos * x + x, xPos * y + y, game.playerSprite.Width * 4, game.playerSprite.Height * 4, colList, game, this, enemy, block); } else if (piece == "f") { endGoal = new Goal(game.goalSprite, xPos * x + x, xPos * y + y, xPos, xPos, game, this); } else if (piece == "g") { gem = new Gold(game.gemSprite, xPos * x + 25, xPos * y + 35, game.gemSprite.Width, game.gemSprite.Height, this, game.coinS); gemsList.Add(gem); } else if (piece == "e") { enemy = new Enemy(game.enemySprite, xPos * x, xPos * y + y, game.enemySprite.Width, game.enemySprite.Height, game, this, true, bulletList); enemyList.Add(enemy); bulletList.Add(enemy.MyBullet); } else if (piece == "t") { epe = new EnemyPathEnd(xPos * x + x, xPos * y + y, game.wallSprite.Width, 1, true, game); enemyPathList.Add(epe); } // will add code later for all the other objects that are going to be shown x++; } y++; } input.Close(); input.Close(); y--; lavaRect = new Rectangle(0, game.screenHeight - game.lavaBack.Height, game.screenWidth, game.lavaBack.Height); }
public StartScreen(Game1 game1) { game = game1; gameState = new GameState(game); // creates new gamestate object and assigns gameState lastState = Keyboard.GetState(); // assigns keyboard state to lastState }