Esempio n. 1
0
 public InputManager(Game1 game, Player player, Level level, Target target, PlayerManager playerManager, Screen[] screens, MindRead mindRead)
 {
     this.game = game;
     this.player = player;
     this.level = level;
     this.target = target;
     this.playerManager = playerManager;
     this.mindRead = mindRead;
     this.collisionManager = new CollisionManager(player, level);
     this.velocity = player.getVelocity();
     this.width = game.getWidth();
     this.height = game.getHeight() - 40;
     this.font = game.getDropFont();
     this.gameState = GameState.Normal;
     this.prevLevel = level;
 }
Esempio n. 2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();
            spriteBatch = new SpriteBatch(GraphicsDevice);
            width = 800;
            height = 520;
            midX = (width / 2);
            midY = (height - 40) / 2;

            factorySong = Content.Load<Song>("audio/songs/Factory1");
            Song factorySong2 = Content.Load<Song>("audio/songs/Factory2");
            Song streetSong = Content.Load<Song>("audio/songs/Streets1");
            Song streetSong2 = Content.Load<Song>("audio/songs/Streets2");
            Song officeSong = Content.Load<Song>("audio/songs/Office1");
            Song officeSong2 = Content.Load<Song>("audio/songs/Office2");

            SpriteFont font1 = Content.Load<SpriteFont>("fonts/font1");
            SpriteFont font2 = Content.Load<SpriteFont>("fonts/font2");
            SpriteFont font3 = Content.Load<SpriteFont>("fonts/font3");
            font4 = Content.Load<SpriteFont>("fonts/font4");
            SpriteFont font5 = Content.Load<SpriteFont>("fonts/font5");
            SpriteFont font6 = Content.Load<SpriteFont>("fonts/font6");

            cursor = Content.Load<Texture2D>("sprites/cursors/Cursor");
            Texture2D targ = Content.Load<Texture2D>("sprites/cursors/TargetingCursor");
            target = new Target(targ);

            Texture2D gradient = Content.Load<Texture2D>("ui/gradient");
            Texture2D startMenu = Content.Load<Texture2D>("menus/Title Screen");
            Texture2D controls = Content.Load<Texture2D>("menus/Controls");
            Texture2D about = Content.Load<Texture2D>("menus/About");
            SoundEffect hoverEffect = Content.Load<SoundEffect>("audio/sound effects/menuButtonSound");
            TitleScreen title = new TitleScreen(startMenu, controls, about, cursor, font1, hoverEffect.CreateInstance(), "Title screen", true);
            PauseMenu pause = new PauseMenu(gradient, controls, cursor, font4, font5, hoverEffect.CreateInstance(), "Pause", false);
            Hint hint1 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "If only someone could give me the password, or if I could brute force it...", "Hint 1", false);
            Hint hint2 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "A laser and a key. I'll need to figure out a clever way to push the button.", "Hint 2", false);
            Hint hint3 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "So many buttons. I can't push all of them myself. Hmmm...", "Hint 3", false);
            Hint hint4 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "Looks like that button in the lava is deactivated. How do I fix that? Oh and look at all that gold!", "Hint 4", false);
            Hint hint5 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "This floor seems to prevent me from regenerating... Those enemies look dangerous.", "Hint 5", false);
            Hint hint6 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "Hmm... Those enemies are really pressin' my buttons. But maybe I should leave them alone.", "Hint 6", false);
            Hint hint7 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "I need to get to my parents! These lasers are in the way.", "Hint 7", false);
            Hint hint8 = new Hint(gradient, cursor, font4, hoverEffect.CreateInstance(), "No more levels. Thanks for playing! May the box be with you.", "Hint 8", false);
            pause.addHint(hint1);
            pause.addHint(hint2);
            pause.addHint(hint3);
            pause.addHint(hint4);
            pause.addHint(hint5);
            pause.addHint(hint6);
            pause.addHint(hint7);
            pause.addHint(hint8);
            Texture2D numberpad = Content.Load<Texture2D>("ui/Keypad");
            Numberpad numberPuzzle = new Numberpad(GraphicsDevice, numberpad, cursor, font4, "Numberpad", false);

            List<FrameSet> sets = new List<FrameSet>();
            for (int i = 1; i < 4; i++) {
                Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) };
                SoundEffect song = Content.Load<SoundEffect>("video/intro/audio/Frame " + i);
                FrameSet f = new FrameSet(frame, song);
                if (i == 1) {
                    f.setActive(true);
                }
                sets.Add(f);
            }
            Texture2D[] a = new Texture2D[4];
            SoundEffect sa = Content.Load<SoundEffect>("video/intro/audio/Frame 4-7");
            for (int i = 4; i < 8; i++) {
                a[i - 4] = Content.Load<Texture2D>("video/intro/frames/Intro " + i);
            }
            FrameSet fa = new FrameSet(a, sa);
            sets.Add(fa);
            Texture2D[] b = new Texture2D[4];
            SoundEffect sb = Content.Load<SoundEffect>("video/intro/audio/Frame 8-11");
            for (int i = 8; i < 12; i++) {
                b[i - 8] = Content.Load<Texture2D>("video/intro/frames/Intro " + i);
            }
            FrameSet fb = new FrameSet(b, sb);
            sets.Add(fb);
            for (int i = 12; i < 16; i++) {
                Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) };
                SoundEffect song = i == 14 ? null : Content.Load<SoundEffect>("video/intro/audio/Frame " + i);
                FrameSet f = new FrameSet(frame, song);
                sets.Add(f);
            }
            Texture2D[] c = new Texture2D[2];
            SoundEffect sc = Content.Load<SoundEffect>("video/intro/audio/Frame 16-17");
            for (int i = 16; i < 18; i++) {
                c[i - 16] = Content.Load<Texture2D>("video/intro/frames/Intro " + i);
            }
            FrameSet fc = new FrameSet(c, sc);
            sets.Add(fc);
            for (int i = 18; i < 42; i++) {
                Texture2D[] frame = new Texture2D[] { Content.Load<Texture2D>("video/intro/frames/Intro " + i) };
                SoundEffect song = Content.Load<SoundEffect>("video/intro/audio/Frame " + i);
                FrameSet f = new FrameSet(frame, song);
                sets.Add(f);
            }
            ManualVideo intro = new ManualVideo(sets.ToArray(), "Intro video", true);

            List<FrameSet> oSets = new List<FrameSet>();
            for (int i = 1; i < 3; i++) {
                Texture2D[] frame = { Content.Load<Texture2D>("video/outro/frames/Outro " + i) };
                SoundEffect sound = Content.Load<SoundEffect>("video/outro/audio/Narration " + i);
                FrameSet dSet = new FrameSet(frame, sound);
                if (i == 1) {
                    dSet.setActive(true);
                }
                oSets.Add(dSet);
            }
            ManualVideo outro = new ManualVideo(oSets.ToArray(), "Outro video", false);

            screens = new Screen[] { /*intro, */title, pause, numberPuzzle, outro };

            SoundEffect boltSound = Content.Load<SoundEffect>("audio/sound effects/boltSound");
            SoundEffect dashSound = Content.Load<SoundEffect>("audio/sound effects/dashSound");
            SoundEffect buttonSound = Content.Load<SoundEffect>("audio/sound effects/buttonSound");
            SoundEffect lavaSound = Content.Load<SoundEffect>("audio/sound effects/lavaSound");
            SoundEffect paralyzeSound = Content.Load<SoundEffect>("audio/sound effects/paralyzeSound");
            SoundEffect slowSound = Content.Load<SoundEffect>("audio/sound effects/slowSound");

            Texture2D playur = Content.Load<Texture2D>("sprites/entities/player/Standing1");
            Texture2D fireOrb = Content.Load<Texture2D>("sprites/projectiles/FireOrb");
            Texture2D iceOrb = Content.Load<Texture2D>("sprites/projectiles/IceOrb");
            Texture2D confusionOrb = Content.Load<Texture2D>("sprites/projectiles/ConfusionOrb");
            Texture2D lightningOrb = Content.Load<Texture2D>("sprites/projectiles/LightningOrb");
            Texture2D paralysisOrb = Content.Load<Texture2D>("sprites/projectiles/ParalysisOrb");
            Texture2D health = Content.Load<Texture2D>("ui/HealthBarTexture");
            Texture2D back = Content.Load<Texture2D>("ui/BackBarTexture");
            Texture2D green = Content.Load<Texture2D>("ui/EnemyBarText");
            Texture2D mana = Content.Load<Texture2D>("ui/ManaBarTexture");
            Texture2D normBox = Content.Load<Texture2D>("sprites/objects/KeyOutline");
            Texture2D nullBox = Content.Load<Texture2D>("sprites/objects/KeyOutlineNull");
            Texture2D key = Content.Load<Texture2D>("sprites/objects/KeyFrame1");

            //GAME OBJECTS
            Texture2D box = Content.Load<Texture2D>("sprites/objects/CardboardBox");
            Texture2D desk = Content.Load<Texture2D>("sprites/objects/Desk");
            GameObject desk1_1 = new GameObject(desk, new Vector2(125.0F, 70.0F), true);
            GameObject desk1_2 = new GameObject(desk, new Vector2(600.0F, 300.0F), true);
            GameObject box2_1 = new GameObject(box, new Vector2(730.0F, 200.0F), true);
            GameObject box3_1 = new GameObject(box, new Vector2(700.0F, 400.0F), true);
            GameObject box4_1 = new GameObject(box, new Vector2(280.0F, 20.0F), true);
            GameObject box4_2 = new GameObject(box, new Vector2(40.0F, 360.0F), true);
            GameObject box5_1 = new GameObject(box, new Vector2(120.0F, 320.0F), true);
            GameObject box5_2 = new GameObject(box, new Vector2(600.0F, 320.0F), true);
            GameObject box6_1 = new GameObject(box, new Vector2(40.0F, 340.0F), true);
            GameObject box6_2 = new GameObject(box, new Vector2(660.0F, 20.0F), true);
            GameObject box7_1 = new GameObject(box, new Vector2(40.0F, 380.0F), true);

            //COLLECTIBLES
            Texture2D bronze = Content.Load<Texture2D>("sprites/objects/BronzeBar");
            Texture2D silver = Content.Load<Texture2D>("sprites/objects/SilverBar");
            Texture2D gold = Content.Load<Texture2D>("sprites/objects/GoldBar");
            SoundEffect barEffect = Content.Load<SoundEffect>("audio/sound effects/barSound");
            Token token1_1 = new Token(bronze, new Vector2(midX + 260.0F, midY + 140.0F), barEffect, TokenType.Bronze);
            Token token1_2 = new Token(silver, new Vector2(midX, midY), barEffect, TokenType.Silver);
            Token token2_1 = new Token(silver, new Vector2(20.0F, 60.0F), barEffect, TokenType.Silver);
            Token token2_2 = new Token(gold, new Vector2(730.0F, 400.0F), barEffect, TokenType.Gold);
            Token token3_1 = new Token(silver, new Vector2(midX, midY), barEffect, TokenType.Silver);
            Token token3_2 = new Token(silver, new Vector2(midX + 100.0F, midY), barEffect, TokenType.Silver);
            Token token4_1 = new Token(gold, new Vector2(30.0F, 420.0F), barEffect, TokenType.Gold);
            Token token4_2 = new Token(gold, new Vector2(50.0F, 435.0F), barEffect, TokenType.Gold);
            Token token4_3 = new Token(bronze, new Vector2(400.0F, 380.0F), barEffect, TokenType.Bronze);
            Token token5_1 = new Token(gold, new Vector2(460F, 380.0F), barEffect, TokenType.Gold);
            Token token5_2 = new Token(gold, new Vector2(470.0F, 400.0F), barEffect, TokenType.Gold);
            Token token5_3 = new Token(silver, new Vector2(640.0F, 50.0F), barEffect, TokenType.Silver);

            //KEYS
            SoundEffect keyEffect = Content.Load<SoundEffect>("audio/sound effects/keySound");
            Key key2_1 = new Key(key, new Vector2(45.0F, 60.0F), keyEffect);
            Key key3_1 = new Key(key, new Vector2(120.0F, 20.0F), keyEffect);
            Key key5_1 = new Key(key, new Vector2(300.0F, 380.0F), keyEffect);
            Key key6_1 = new Key(key, new Vector2(740.0F, 90.0F), keyEffect);

            //WALLS
            Texture2D wall = Content.Load<Texture2D>("sprites/objects/WallTexture");

            //CUBICLES
            //level 1 cubicles
            Cubicle cube1_1 = new Cubicle(80.0F, 30.0F, 150, 150, this, Direction.East, wall);
            Cubicle cube1_2 = new Cubicle(80.0F, 280.0F, 150, 150, this, Direction.East, wall);
            Cubicle cube1_3 = new Cubicle(width - 230.0F, 30.0F, 150, 150, this, Direction.West, wall);
            Cubicle cube1_4 = new Cubicle(width - 230.0F, 280.0F, 150, 150, this, Direction.West, wall);
            cube1_1.addObject(desk1_1);
            cube1_4.addObject(desk1_2);
            //level 2 cubicles
            Cubicle cube2_1 = new Cubicle(0.0F, 0.0F, 150, 150, this, Direction.East, wall);
            Cubicle cube2_2 = new Cubicle(width - 160, 0.0F, 150, 150, this, Direction.West, wall);
            Cubicle cube2_3 = new Cubicle(120F, height - 41.0F - 160.0F, 150, 150, this, Direction.North, wall);
            Cubicle cube2_4 = new Cubicle(270F, height - 41.0F - 160.0F, 250, 150, this, Direction.North, wall);
            //level 3 cubicles
            Cubicle cube3_1 = new Cubicle(300.0F, 180.0F, 150, 150, this, Direction.West, wall);
            Cubicle cube3_2 = new Cubicle(640.0F, 0.0F, 150, 150, this, Direction.South, wall);
            Cubicle cube3_3 = new Cubicle(60.0F, 0.0F, 150, 90, this, Direction.South, wall);
            //level 4 cubicles
            Cubicle cube4_1 = new Cubicle(690.0F, 0.0F, 110, 110, this, Direction.West, wall);
            Cubicle cube4_2 = new Cubicle(0.0F, 340.0F, 150, 130, this, Direction.East, wall);
            //level 5 cubicles
            Cubicle cube5_1 = new Cubicle(-20.0F, 190.0F, 150, 120, this, Direction.East, wall);
            Cubicle cube5_2 = new Cubicle(width - 110.0F, 190.0F, 120, 120, this, Direction.West, wall);
            Cubicle cube5_3 = new Cubicle(240.0F, 20.0F, 150, 150, this, Direction.South, wall);
            Cubicle cube5_4 = new Cubicle(240.0F, 320.0F, 150, 150, this, Direction.North, wall);
            Cubicle cube5_5 = new Cubicle(400.0F, 20.0F, 150, 150, this, Direction.South, wall);
            Cubicle cube5_6 = new Cubicle(400.0F, 320.0F, 150, 150, this, Direction.North, wall);
            //level 6 cubicles
            Cubicle cube6_1 = new Cubicle(0.0F, 320.0F, 150, 150, this, Direction.North, wall);
            Cubicle cube6_2 = new Cubicle(640.0F, 0.0F, 150, 150, this, Direction.West, wall);
            //level 7 cubicles
            Cubicle cube7_1 = new Cubicle(640.0F, 180.0F, 140, 200, this, Direction.West, wall);
            Cubicle cube7_2 = new Cubicle(0.0F, 0.0F, 150, 150, this, Direction.East, wall);
            Cubicle cube7_3 = new Cubicle(0.0F, 340.0F, 150, 140, this, Direction.East, wall);

            //DOORS
            Texture2D door = Content.Load<Texture2D>("sprites/objects/DoorTexture");
            Texture2D parents = Content.Load<Texture2D>("sprites/entities/npcs/MomDad");

            Door door1to2 = new Door(door, null, new Vector2((width - 64.0F) / 2.0F, height - 51.0F), Direction.South, false, true, 64, 10, false);

            Door door2to1 = new Door(door, null, new Vector2((width - 64.0F) / 2.0F, 0.0F), Direction.North, false, false, 64, 10, true);
            Door door2to3 = new Door(door, null, new Vector2(width - 10.0F, height - 200.0F), Direction.East, false, true, 10, 64, false);

            Door door3to2 = new Door(door, null, new Vector2(0.0F, height - 200.0F), Direction.West, false, false, 10, 64, true);
            Door door3to4 = new Door(door, null, new Vector2(120.0F, 470.0F), Direction.South, false, true, 64, 10, false);

            Door door4to3 = new Door(door, null, new Vector2(140.0F, 0.0F), Direction.North, false, false, 64, 10, true);
            Door door4to5 = new Door(door, null, new Vector2(width - 10.0F, 360.0F), Direction.East, false, true, 10, 60, true);

            Door door5to4 = new Door(door, null, new Vector2(0.0F, 230.0F), Direction.West, false, false, 10, 60, true);
            Door door5to6 = new Door(door, null, new Vector2(width - 10.0F, 230.0F), Direction.East, false, true, 10, 64, false);

            Door door6to5 = new Door(door, null, new Vector2(0.0F, 10.0F), Direction.West, false, false, 10, 64, true);
            Door door6to7 = new Door(door, null, new Vector2(790.0F, 400.0F), Direction.West, false, true, 10, 64, false);

            Door door7to6 = new Door(door, null, new Vector2(0.0F, 230.0F), Direction.West, false, false, 10, 64, true);
            Door door7to8 = new Door(door, null, new Vector2(705.0F, 240.0F), Direction.West, false, true, parents.Width, parents.Height, true);

            //PITS, LASERS, and BARRIERS
            Texture2D HealthLaserV = Content.Load<Texture2D>("sprites/objects/HPLaser");
            Texture2D HealthLaserH = Content.Load<Texture2D>("sprites/objects/HPLaserHorizontal");
            Texture2D ManaLaserV = Content.Load<Texture2D>("sprites/objects/ManaLaser");
            Texture2D ManaLaserH = Content.Load<Texture2D>("sprites/objects/ManaLaserHorizontal");
            Texture2D[] barrier2_vertical = { Content.Load<Texture2D>("sprites/objects/Barrier3OV"), Content.Load<Texture2D>("sprites/objects/Barrier3CV") };
            Texture2D[] barrier2_horizontal = { Content.Load<Texture2D>("sprites/objects/Barrier3OH"), Content.Load<Texture2D>("sprites/objects/Barrier3CH") };
            SoundEffect laserEffect = Content.Load<SoundEffect>("audio/sound effects/laserSound");
            SoundEffect barrierEffect = Content.Load<SoundEffect>("audio/sound effects/barrierSound");
            HPLaser las2_1 = new HPLaser(HealthLaserV, new Vector2(630.0F, 12.0F), laserEffect.CreateInstance(), 140, 10);
            Barrier bar2_1 = new Barrier(barrier2_vertical, new Vector2(145.0F, 18.0F), barrierEffect.CreateInstance());

            HPLaser las3_1 = new HPLaser(HealthLaserH, new Vector2(70.0F, 90.0F), laserEffect.CreateInstance(), 10, 140);
            Barrier bar3_1 = new Barrier(barrier2_vertical, new Vector2(300.0F, 190.0F), barrierEffect.CreateInstance());
            Barrier bar3_2 = new Barrier(barrier2_horizontal, new Vector2(660.0F, 170.0F), barrierEffect.CreateInstance());

            Texture2D[] smallLava = new Texture2D[16];
            Texture2D[] bigLava = new Texture2D[16];
            Texture2D[] water = new Texture2D[16];
            string prefix = "00000";
            for (int i = 0; i < smallLava.Length; i++) {
                int leading = 5 - i.ToString().Length;
                if (prefix.Length != leading) {
                    prefix = prefix.Remove(0, 1);
                }
                smallLava[i] = Content.Load<Texture2D>("sprites/objects/small lava/Small_Lava_" + prefix + i);
                bigLava[i] = Content.Load<Texture2D>("sprites/objects/big lava/Big_Lava_" + prefix + i);
                water[i] = Content.Load<Texture2D>("sprites/objects/water/Game_Water_" + prefix + i);
            }
            LavaPit pit4_1 = new LavaPit(smallLava, new Vector2(0F, 120F), lavaSound.CreateInstance(), 100, 200);
            LavaPit pit4_2 = new LavaPit(bigLava, new Vector2(260F, 120F), lavaSound.CreateInstance(), 540, 200);
            HPLaser las4_1 = new HPLaser(HealthLaserH, new Vector2(100, 320F), laserEffect.CreateInstance(), 10, 160, false);
            HPLaser las4_2 = new HPLaser(HealthLaserV, new Vector2(640F, 320F), laserEffect.CreateInstance(), 160, 10);
            Barrier bar4_1 = new Barrier(barrier2_vertical, new Vector2(690F, 0F), barrierEffect.CreateInstance());
            Barrier bar4_2 = new Barrier(barrier2_vertical, new Vector2(110F, 345F), barrierEffect.CreateInstance());

            SoundEffect waterEffect = Content.Load<SoundEffect>("audio/sound effects/waterSound");
            PlayerLimitationField lim5_1 = new PlayerLimitationField(water, new Vector2(120F, 200F), waterEffect.CreateInstance(), 560, 120);
            ManaLaser mlas5_1 = new ManaLaser(ManaLaserV, new Vector2(100.0F, 200.0F), laserEffect.CreateInstance(), 120, 10);
            HPLaser las5_1 = new HPLaser(HealthLaserV, new Vector2(690.0F, 200.0F), laserEffect.CreateInstance(), 120, 10);
            Barrier bar5_1 = new Barrier(barrier2_horizontal, new Vector2(255.0F, 170.0F), barrierEffect.CreateInstance(), true); //upper left
            Barrier bar5_2 = new Barrier(barrier2_horizontal, new Vector2(255.0F, 310.0F), barrierEffect.CreateInstance()); //lower left
            Barrier bar5_3 = new Barrier(barrier2_horizontal, new Vector2(415.0F, 170.0F), barrierEffect.CreateInstance(), true); //upper right
            Barrier bar5_4 = new Barrier(barrier2_horizontal, new Vector2(415.0F, 310.0F), barrierEffect.CreateInstance()); //lower right

            HPLaser las6_1 = new HPLaser(HealthLaserH, new Vector2(0.0F, 160.0F), laserEffect.CreateInstance(), 10, 800); //north h
            HPLaser las6_2 = new HPLaser(HealthLaserH, new Vector2(160.0F, 320.0F), laserEffect.CreateInstance(), 10, 640, false); //south h
            HPLaser las6_3 = new HPLaser(HealthLaserV, new Vector2(160.0F, 0.0F), laserEffect.CreateInstance(), 480, 10); //east v
            HPLaser las6_4 = new HPLaser(HealthLaserV, new Vector2(640.0F, 160.0F), laserEffect.CreateInstance(), 320, 10, false); //west v
            Barrier bar6_1 = new Barrier(barrier2_horizontal, new Vector2(15.0F, 320.0F), barrierEffect.CreateInstance());
            Barrier bar6_2 = new Barrier(barrier2_vertical, new Vector2(640.0F, 15.0F), barrierEffect.CreateInstance());

            HPLaser las7_1 = new HPLaser(HealthLaserV, new Vector2(640.0F, 190.0F), laserEffect.CreateInstance(), 130, 10, 50); //in front of parents
            HPLaser las7_2 = new HPLaser(HealthLaserH, new Vector2(0.0F, 170.0F), laserEffect.CreateInstance(), 10, 800, 10); //north h
            HPLaser las7_3 = new HPLaser(HealthLaserH, new Vector2(0.0F, 330.0F), laserEffect.CreateInstance(), 10, 800, 10); //south h
            Barrier bar7_1 = new Barrier(barrier2_vertical, new Vector2(150.0F, 15.0F), barrierEffect.CreateInstance());
            Barrier bar7_2 = new Barrier(barrier2_vertical, new Vector2(145.0F, 355.0F), barrierEffect.CreateInstance());

            //BUTTONS
            Texture2D buttonOn = Content.Load<Texture2D>("sprites/objects/PressButtonOn");
            Texture2D buttonOff = Content.Load<Texture2D>("sprites/objects/PressButtonOff");
            Texture2D buttonNull = Content.Load<Texture2D>("sprites/objects/PressButtonDeactivated");
            SoundEffect pressEffect = Content.Load<SoundEffect>("audio/sound effects/buttonSound");
            Texture2D[] button = { buttonOn, buttonOff, buttonNull };
            BarrierButton barbutt2_1 = new BarrierButton(button, new Vector2(700.0F, 50.0F), pressEffect.CreateInstance(), false, false, bar2_1);

            BarrierButton barbutt3_1 = new BarrierButton(button, new Vector2(540.0F, 220.0F), pressEffect.CreateInstance(), false, false, bar3_1);
            BarrierButton barbutt3_2 = new BarrierButton(button, new Vector2(360.0F, 220.0F), pressEffect.CreateInstance(), false, false, bar3_2);
            LaserButton lasbutt3_1 = new LaserButton(button, new Vector2(700.0F, 40.0F), pressEffect.CreateInstance(), false, false, las3_1);

            BarrierButton barbutt4_1 = new BarrierButton(button, new Vector2(140.0F, 140.0F), pressEffect.CreateInstance(), false, false, bar4_1);
            BarrierButton barbutt4_2 = new BarrierButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, bar4_2);
            LaserButton lasbutt4_1 = new LaserButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, las4_1);
            LaserButton lasbutt4_2 = new LaserButton(button, new Vector2(460.0F, 160.0F), pressEffect.CreateInstance(), true, false, las4_2); //deactivated
            ActivateButton actbutt4_1 = new ActivateButton(button, new Vector2(710.0F, 20.0F), pressEffect.CreateInstance(), false, false, lasbutt4_2);

            LaserButton lasbutt5_1 = new LaserButton(button, new Vector2(20.0F, 380F), pressEffect.CreateInstance(), false, false, mlas5_1);
            LaserButton lasbutt5_2 = new LaserButton(button, new Vector2(280.0F, 360F), pressEffect.CreateInstance(), false, false, las5_1);
            BarrierButton barbutt5_1 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_1);
            BarrierButton barbutt5_2 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_2);
            BarrierButton barbutt5_3 = new BarrierButton(button, new Vector2(20.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_3);
            BarrierButton barbutt5_4 = new BarrierButton(button, new Vector2(700.0F, 40F), pressEffect.CreateInstance(), false, false, bar5_4);

            LaserButton lasbutt6_1 = new LaserButton(button, new Vector2(460.0F, 40.0F), pressEffect.CreateInstance(), false, false, las6_1);
            LaserButton lasbutt6_2 = new LaserButton(button, new Vector2(460.0F, 40.0F), pressEffect.CreateInstance(), false, false, las6_2);
            LaserButton lasbutt6_3 = new LaserButton(button, new Vector2(280.0F, 200.0F), pressEffect.CreateInstance(), false, false, las6_3);
            LaserButton lasbutt6_4 = new LaserButton(button, new Vector2(280.0F, 200.0F), pressEffect.CreateInstance(), false, false, las6_4);
            BarrierButton barbutt6_1 = new BarrierButton(button, new Vector2(680.0F, 200.0F), pressEffect.CreateInstance(), false, false, bar6_1);
            BarrierButton barbutt6_2 = new BarrierButton(button, new Vector2(200.0F, 360.0F), pressEffect.CreateInstance(), true, false, bar6_2); //deactivated
            ActivateButton actbutt6_1 = new ActivateButton(button, new Vector2(40.0F, 200.0F), pressEffect.CreateInstance(), false, false, barbutt6_2);

            LaserButton lasbutt7_1 = new LaserButton(button, new Vector2(40.0F, 40.0F), pressEffect.CreateInstance(), false, false, las7_1);
            LaserButton lasbutt7_2 = new LaserButton(button, new Vector2(710.0F, 40.0F), pressEffect.CreateInstance(), false, false, las7_2);
            LaserButton lasbutt7_3 = new LaserButton(button, new Vector2(710.0F, 380.0F), pressEffect.CreateInstance(), false, false, las7_3);
            BarrierButton barbutt7_1 = new BarrierButton(button, new Vector2(710.0F, 40.0F), pressEffect.CreateInstance(), false, false, bar7_1);
            BarrierButton barbutt7_2 = new BarrierButton(button, new Vector2(40.0F, 40.0F), pressEffect.CreateInstance(), false, false, bar7_2);

            //NPCS
            Texture2D male1 = Content.Load<Texture2D>("sprites/entities/npcs/Standing1");
            Texture2D hitsplat = Content.Load<Texture2D>("ui/Hitsplat");
            Texture2D lineofsight = Content.Load<Texture2D>("ui/LOS");
            SoundEffect deathEffect = Content.Load<SoundEffect>("audio/sound effects/deathSound");
            Texture2D bubble = Content.Load<Texture2D>("sprites/thoughts/PassBubble1");
            Vector2 offset = new Vector2(64.0F, -125.0F);
            //level 1 npcs
            Vector2 vec1_1 = new Vector2(430.0F, height - 135.0F);
            Vector2 vec1_2 = new Vector2(80.0F, 205.0F);
            Vector2 vec1_3 = new Vector2(666.0F, 205.0F);
            NpcDefinition def1_1 = new NpcDefinition(bubble, font2, vec1_1 + offset, "Normie", new string[] { "Johnny is seriously such a dimwit.", "Life as a guard is really boring...", "Mhmmm... vegetables.", "How much longer until my shift ends?", "Please, the password isn't 1337..." }, new int[] { 50, 50, 50, 50, 10 });
            NpcDefinition def1_2 = new NpcDefinition(bubble, font2, vec1_2 + offset, "Normie2", new string[] { "I can't wait to get home.", "Doo doo doo doo doo...", "I wanna be at the movies with friends.", "I really hate my boss.", "Nobody will ever take away my INDEPENDENCE." }, new int[] { 30, 15, 10, 40, 50 });
            NpcDefinition def1_3 = new NpcDefinition(bubble, font2, vec1_3 + offset + new Vector2(-64.0F, 0.0F), "Normie3", new string[] { "So close to Christmas, whoohoo!", "I wonder what my wife got me...", "Jingle bells, jingle bells...", "Ho ho ho!", "1776 was a great year." }, new int[] { 15, 20, 25, 20, 30 });
            Npc npc1_1 = new Npc(this, male1, lineofsight, vec1_1, deathEffect.CreateInstance(), Direction.East, def1_1, 150, 5);
            Npc npc1_2 = new Npc(this, male1, lineofsight, vec1_2, deathEffect.CreateInstance(), Direction.East, def1_2, 150, 5);
            Npc npc1_3 = new Npc(this, male1, lineofsight, vec1_3, deathEffect.CreateInstance(), Direction.East, def1_3, 150, 5);
            //level 2 npcs
            Vector2 vec2_1 = new Vector2(550.0F, 50.0F);
            Vector2 vec2_2 = new Vector2(660.0F, 200.0F);
            Vector2 vec2_3 = new Vector2(100.0F, 400.0F);
            NpcDefinition def2_1 = new NpcDefinition(bubble, font2, vec2_1 + offset + new Vector2(0.0F, 64.0F), "Normie4", new string[] { "*yawn*", "If you touch that, you're done for." }, new int[] { 20, 30 });
            NpcDefinition def2_2 = new NpcDefinition(bubble, font2, vec2_2 + offset, "Normie5", new string[] { "Do re mi fa so la ti do...", "There are 10 types of people in the world.", "I'd tell you a UDP joke, but you may not get it." }, new int[] { 15, 10, 20 });
            NpcDefinition def2_3 = new NpcDefinition(bubble, font2, vec2_3 + offset, "Normie6", new string[] { "Pew pew pew!", "I love huskies!" }, new int[] { 30, 20 });
            Npc npc2_1 = new Npc(this, male1, lineofsight, vec2_1, deathEffect.CreateInstance(), Direction.West, def2_1, 150, 5);
            Npc npc2_2 = new Npc(this, male1, lineofsight, vec2_2, deathEffect.CreateInstance(), Direction.West, def2_2, 150, 5);
            Npc npc2_3 = new Npc(this, male1, lineofsight, vec2_3, deathEffect.CreateInstance(), Direction.East, def2_3, 150, 5);
            //level 3 npcs
            Vector2 vec3_1 = new Vector2(420.0F, 100.0F);
            Vector2 vec3_2 = new Vector2(540.0F, 380.0F);
            NpcDefinition def3_1 = new NpcDefinition(bubble, font2, vec3_1 + offset, "Normie7", new string[] { "Protect the key. Protect the key.", "If I mess this up, I'm screwed." }, new int[] { 25, 25 });
            NpcDefinition def3_2 = new NpcDefinition(bubble, font2, vec3_2 + offset, "Normie8", new string[] { "Quite frankly, C has no class..." }, new int[] { 1 });
            Npc npc3_1 = new Npc(this, male1, lineofsight, vec3_1, deathEffect.CreateInstance(), Direction.West, def3_1, 150, 5);
            Npc npc3_2 = new Npc(this, male1, lineofsight, vec3_2, deathEffect.CreateInstance(), Direction.North, def3_2, 150, 5);
            //level 5 npcs
            Vector2 vec5_1 = new Vector2(256.0F, 95.0F);
            Vector2 vec5_2 = new Vector2(324.0F, 95.0F);
            Vector2 vec5_3 = new Vector2(416.0F, 95.0F);
            Vector2 vec5_4 = new Vector2(484.0F, 95.0F);
            NpcDefinition def5_1 = new NpcDefinition(bubble, font2, vec5_1 + offset + new Vector2(0.0F, 64.0F), "Normie9", new string[] { "If you even come near me..." }, new int[] { 1 });
            NpcDefinition def5_2 = new NpcDefinition(bubble, font2, vec5_2 + offset, "Normie10", new string[0], new int[0]);
            NpcDefinition def5_3 = new NpcDefinition(bubble, font2, vec5_3 + offset, "Normie11", new string[] { "I'MMA FIRIN' MAH LAZER!!" }, new int[] { 1 });
            NpcDefinition def5_4 = new NpcDefinition(bubble, font2, vec5_4 + offset, "Normie12", new string[0], new int[0]);
            Npc npc5_1 = new Npc(this, male1, null, vec5_1, deathEffect.CreateInstance(), Direction.South, def5_1, 150, 5);
            Npc npc5_2 = new Npc(this, male1, null, vec5_2, deathEffect.CreateInstance(), Direction.South, def5_2, 150, 5);
            Npc npc5_3 = new Npc(this, male1, null, vec5_3, deathEffect.CreateInstance(), Direction.South, def5_3, 150, 5);
            Npc npc5_4 = new Npc(this, male1, null, vec5_4, deathEffect.CreateInstance(), Direction.South, def5_4, 150, 5);
            //level 6 npcs
            Vector2 vec6_1 = new Vector2(370.0F, 40.0F);
            Vector2 vec6_2 = new Vector2(370.0F, 200.0F);
            NpcDefinition def6_1 = new NpcDefinition(bubble, font2, vec6_1 + offset + new Vector2(0.0F, 64.0F), "Normie13", new string[] { "I like my humans crispy.", "You're gonna get zapped." }, new int[] { 15, 20 });
            NpcDefinition def6_2 = new NpcDefinition(bubble, font2, vec6_2 + offset, "Normie14", new string[] { "You're gonna need us to surive...", "UNCE UNCE UNCE UNCE" }, new int[] { 10, 20 });
            Npc npc6_1 = new Npc(this, male1, lineofsight, vec6_1, deathEffect.CreateInstance(), Direction.East, def6_1, new int[0], 100, 6, 150, 5, false);
            Npc npc6_2 = new Npc(this, male1, lineofsight, vec6_2, deathEffect.CreateInstance(), Direction.East, def6_2, new int[0], 100, 6, 150, 5, false);
            //level 7 npcs
            Vector2 vec7_1 = new Vector2(710.0F, 40.0F);
            Vector2 vec7_2 = new Vector2(710.0F, 380.0F);
            NpcDefinition def7_1 = new NpcDefinition(bubble, font2, vec7_1 + offset + new Vector2(0.0F, 64.0F), "Normie15", new string[] { "Nobody gets past me" }, new int[] { 1 });
            NpcDefinition def7_2 = new NpcDefinition(bubble, font2, vec7_2 + offset, "Normie16", new string[] { "Can't let the prisoners escape" }, new int[] { 1 });
            Npc npc7_1 = new Npc(this, male1, lineofsight, vec7_1, deathEffect.CreateInstance(), Direction.West, def7_1, new int[0], 100, 6, 150, 5, false);
            Npc npc7_2 = new Npc(this, male1, lineofsight, vec7_2, deathEffect.CreateInstance(), Direction.West, def7_2, new int[0], 100, 6, 150, 5, false);

            SoundEffect hitEffect = Content.Load<SoundEffect>("audio/sound effects/hitSound");
            midX = (graphics.PreferredBackBufferWidth - playur.Width) / 2;
            midY = (graphics.PreferredBackBufferHeight - playur.Height) / 2;
            //new Vector2(125.0F, 295.0F)

            player = new Player(playur, new Vector2(125.0F, 295.0F), deathEffect.CreateInstance(), Direction.South, 100, 3);
            player.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(player.getLocation().X + (hitsplat.Width / 2.0F), player.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            Projectile p = new Projectile(player, lightningOrb, 5, 250, 0.25F, boltSound);
            p.setDamage(25);
            player.setProjectile(p);

            Texture2D teleText = Content.Load<Texture2D>("ui/Telekinesis");
            Texture2D dashText = Content.Load<Texture2D>("ui/Dash");
            Texture2D mindText = Content.Load<Texture2D>("ui/Mind Read");
            Texture2D confText = Content.Load<Texture2D>("ui/Confuse");
            Texture2D slowText = Content.Load<Texture2D>("ui/Slowmo");
            Texture2D boltText = Content.Load<Texture2D>("ui/Bolt");

            AbilityIcon tk = new AbilityIcon(teleText, new Vector2(0.0F, height - 41.0F), font3, "Q");
            AbilityIcon ds = new AbilityIcon(dashText, new Vector2(40.0F, height - 41.0F), font3, "W");
            AbilityIcon mr = new AbilityIcon(mindText, new Vector2(80.0F, height - 41.0F), font3, "E");
            AbilityIcon cf = new AbilityIcon(confText, new Vector2(120.0F, height - 41.0F), font3, "S");
            AbilityIcon sm = new AbilityIcon(slowText, new Vector2(160.0F, height - 41.0F), font3, "A");
            AbilityIcon bt = new AbilityIcon(boltText, new Vector2(200.0F, height - 41.0F), font3, "Space");

            PowerBar powerBar = new PowerBar(new AbilityIcon[] { tk, ds, mr, cf, sm, bt });
            KeyBox keyBox = new KeyBox(new Texture2D[] { normBox, nullBox, key }, new Vector2(750.0F, 20.0F));
            playerManager = new PlayerManager(player, Content, new DisplayBar(health, font2, new Vector2(240.0F, height - 41.0F), back, 560, 20), new DisplayBar(mana, font2, new Vector2(240.0F, height - 21.0F), back, 560, 20), keyBox, powerBar);
            player.loadTextures(Content);

            npc1_1.loadNpcTextures(Content);
            npc1_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_1.getLocation().X, npc1_1.getLocation().Y - 5.0F), null, 64, 15));
            npc1_1.getDisplayBar().setColor(Color.Red);
            npc1_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_1.getLocation().X + (hitsplat.Width / 2.0F), npc1_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc1_2.loadNpcTextures(Content);
            npc1_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_2.getLocation().X, npc1_2.getLocation().Y - 5.0F), null, 64, 15));
            npc1_2.getDisplayBar().setColor(Color.Red);
            npc1_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_2.getLocation().X + (hitsplat.Width / 2), npc1_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc1_3.loadNpcTextures(Content);
            npc1_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc1_3.getLocation().X, npc1_3.getLocation().Y - 5.0F), null, 64, 15));
            npc1_3.getDisplayBar().setColor(Color.Red);
            npc1_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc1_3.getLocation().X + (hitsplat.Width / 2), npc1_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc2_1.loadNpcTextures(Content);
            npc2_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_1.getLocation().X, npc2_1.getLocation().Y - 5.0F), null, 64, 15));
            npc2_1.getDisplayBar().setColor(Color.Red);
            npc2_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_1.getLocation().X + (hitsplat.Width / 2), npc2_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc2_2.loadNpcTextures(Content);
            npc2_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_2.getLocation().X, npc2_2.getLocation().Y - 5.0F), null, 64, 15));
            npc2_2.getDisplayBar().setColor(Color.Red);
            npc2_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_2.getLocation().X + (hitsplat.Width / 2), npc2_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc2_3.loadNpcTextures(Content);
            npc2_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc2_3.getLocation().X, npc2_3.getLocation().Y - 5.0F), null, 64, 15));
            npc2_3.getDisplayBar().setColor(Color.Red);
            npc2_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc2_3.getLocation().X + (hitsplat.Width / 2), npc2_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc3_1.loadNpcTextures(Content);
            npc3_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc3_1.getLocation().X, npc3_1.getLocation().Y - 5.0F), null, 64, 15));
            npc3_1.getDisplayBar().setColor(Color.Red);
            npc3_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc3_1.getLocation().X + (hitsplat.Width / 2), npc3_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc3_2.loadNpcTextures(Content);
            npc3_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc3_2.getLocation().X, npc3_2.getLocation().Y - 5.0F), null, 64, 15));
            npc3_2.getDisplayBar().setColor(Color.Red);
            npc3_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc3_2.getLocation().X + (hitsplat.Width / 2), npc3_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc5_1.loadNpcTextures(Content);
            npc5_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_1.getLocation().X, npc5_1.getLocation().Y - 5.0F), null, 64, 15));
            npc5_1.getDisplayBar().setColor(Color.Red);
            npc5_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_1.getLocation().X + (hitsplat.Width / 2), npc5_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc5_2.loadNpcTextures(Content);
            npc5_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_2.getLocation().X, npc5_2.getLocation().Y - 5.0F), null, 64, 15));
            npc5_2.getDisplayBar().setColor(Color.Red);
            npc5_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_2.getLocation().X + (hitsplat.Width / 2), npc5_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc5_3.loadNpcTextures(Content);
            npc5_3.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_3.getLocation().X, npc5_3.getLocation().Y - 5.0F), null, 64, 15));
            npc5_3.getDisplayBar().setColor(Color.Red);
            npc5_3.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_3.getLocation().X + (hitsplat.Width / 2), npc5_3.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc5_4.loadNpcTextures(Content);
            npc5_4.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc5_4.getLocation().X, npc5_4.getLocation().Y - 5.0F), null, 64, 15));
            npc5_4.getDisplayBar().setColor(Color.Red);
            npc5_4.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc5_4.getLocation().X + (hitsplat.Width / 2), npc5_4.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc6_1.loadNpcTextures(Content);
            npc6_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc6_1.getLocation().X, npc6_1.getLocation().Y - 5.0F), null, 64, 15));
            npc6_1.getDisplayBar().setColor(Color.Red);
            npc6_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc6_1.getLocation().X + (hitsplat.Width / 2), npc6_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc6_2.loadNpcTextures(Content);
            npc6_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc6_2.getLocation().X, npc6_2.getLocation().Y - 5.0F), null, 64, 15));
            npc6_2.getDisplayBar().setColor(Color.Red);
            npc6_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc6_2.getLocation().X + (hitsplat.Width / 2), npc6_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            npc7_1.loadNpcTextures(Content);
            npc7_1.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc7_1.getLocation().X, npc7_1.getLocation().Y - 5.0F), null, 64, 15));
            npc7_1.getDisplayBar().setColor(Color.Red);
            npc7_1.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc7_1.getLocation().X + (hitsplat.Width / 2), npc7_1.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));
            npc7_2.loadNpcTextures(Content);
            npc7_2.setDisplayBar(new DisplayBar(green, font2, new Vector2(npc7_2.getLocation().X, npc7_2.getLocation().Y - 5.0F), null, 64, 15));
            npc7_2.getDisplayBar().setColor(Color.Red);
            npc7_2.setHitsplat(new Hitsplat(font2, hitsplat, new Vector2(npc7_2.getLocation().X + (hitsplat.Width / 2), npc7_2.getLocation().Y + (hitsplat.Height / 2.0F)), hitEffect.CreateInstance()));

            //LEVELS
            //LEVEL 1
            List<GameObject> Level1Objects = new List<GameObject>();
            Level1Objects.Add(door1to2);
            Level1Objects.Add(token1_1);
            Level1Objects.Add(token1_2);
            Texture2D l1 = Content.Load<Texture2D>("sprites/levels/Level1Map");
            Level level1 = new Level(this, player, l1, new Npc[] { npc1_1, npc1_2, npc1_3 }, Level1Objects.ToArray(), 0);
            level1.addCubicle(cube1_1);
            level1.addCubicle(cube1_2);
            level1.addCubicle(cube1_3);
            level1.addCubicle(cube1_4);
            level1.setPlayerOrigin(new Vector2(125.0F, 295.0F));
            level1.setPlayerReentryPoint(new Vector2(368.0F, 455.0F - 64.0F));
            level1.setScreens(screens);
            level1.setSongs(factorySong, factorySong2);

            //LEVEL 2
            List<GameObject> Level2Objects = new List<GameObject>();
            Level2Objects.Add(door2to1);
            Level2Objects.Add(door2to3);
            Level2Objects.Add(box2_1);
            Level2Objects.Add(token2_1);
            Level2Objects.Add(token2_2);
            Level2Objects.Add(key2_1);
            Level2Objects.Add(las2_1);
            Level2Objects.Add(bar2_1);
            Level2Objects.Add(barbutt2_1);
            Texture2D l2 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level2 = new Level(this, player, l2, new Npc[] { npc2_1, npc2_2, npc2_3 }, Level2Objects.ToArray(), 1);
            level2.addCubicle(cube2_1);
            level2.addCubicle(cube2_2);
            level2.setPlayerOrigin(new Vector2(368.0F, 15.0F));
            level2.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, height - 200.0F));
            level2.setScreens(screens);
            level2.setSongs(factorySong, factorySong2);

            //LEVEL 3
            List<GameObject> Level3Objects = new List<GameObject>();
            Level3Objects.Add(door3to2);
            Level3Objects.Add(door3to4);
            Level3Objects.Add(box3_1);
            Level3Objects.Add(las3_1);
            Level3Objects.Add(bar3_1);
            Level3Objects.Add(bar3_2);
            Level3Objects.Add(barbutt3_1);
            Level3Objects.Add(barbutt3_2);
            Level3Objects.Add(lasbutt3_1);
            Level3Objects.Add(key3_1);
            Texture2D l3 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level3 = new Level(this, player, l3, new Npc[] { npc3_1, npc3_2 }, Level3Objects.ToArray(), 2);
            level3.addCubicle(cube3_1);
            level3.addCubicle(cube3_2);
            level3.addCubicle(cube3_3);
            level3.setPlayerOrigin(new Vector2(15.0F, height - 200.0F));
            level3.setPlayerReentryPoint(new Vector2(120.0F, 455.0F - 64.0F));
            level3.setScreens(screens);
            level3.setSongs(streetSong, streetSong2);

            //LEVEL 4
            List<GameObject> Level4Objects = new List<GameObject>();
            Level4Objects.Add(door4to3);
            Level4Objects.Add(door4to5);
            Level4Objects.Add(token4_1);
            Level4Objects.Add(token4_2);
            Level4Objects.Add(token4_3);
            Level4Objects.Add(box4_1);
            Level4Objects.Add(box4_2);
            Level4Objects.Add(pit4_1);
            Level4Objects.Add(pit4_2);
            Level4Objects.Add(bar4_1);
            Level4Objects.Add(bar4_2);
            Level4Objects.Add(las4_1);
            Level4Objects.Add(las4_2);
            Level4Objects.Add(barbutt4_1);
            Level4Objects.Add(barbutt4_2);
            Level4Objects.Add(lasbutt4_1);
            Level4Objects.Add(lasbutt4_2);
            Level4Objects.Add(actbutt4_1);
            Texture2D l4 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level4 = new Level(this, player, l4, new Npc[] { }, Level4Objects.ToArray(), 3);
            level4.addCubicle(cube4_1);
            level4.addCubicle(cube4_2);
            level4.setPlayerOrigin(new Vector2(140.0F, 15.0F));
            level4.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 360.0F));
            level4.setScreens(screens);
            level4.setSongs(streetSong, streetSong2);

            //LEVEL 5
            List<GameObject> Level5Objects = new List<GameObject>();
            Level5Objects.Add(door5to4);
            Level5Objects.Add(door5to6);
            Level5Objects.Add(box5_1);
            Level5Objects.Add(box5_2);
            Level5Objects.Add(key5_1);
            Level5Objects.Add(token5_1);
            Level5Objects.Add(token5_2);
            Level5Objects.Add(token5_3);
            Level5Objects.Add(mlas5_1);
            Level5Objects.Add(las5_1);
            Level5Objects.Add(lim5_1);
            Level5Objects.Add(bar5_1);
            Level5Objects.Add(bar5_2);
            Level5Objects.Add(bar5_3);
            Level5Objects.Add(bar5_4);
            Level5Objects.Add(lasbutt5_1);
            Level5Objects.Add(lasbutt5_2);
            Level5Objects.Add(barbutt5_1);
            Level5Objects.Add(barbutt5_2);
            Level5Objects.Add(barbutt5_3);
            Level5Objects.Add(barbutt5_4);
            Texture2D l5 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level5 = new Level(this, player, l5, new Npc[] { npc5_1, npc5_2, npc5_3, npc5_4 }, Level5Objects.ToArray(), 4);
            level5.addCubicle(cube5_1);
            level5.addCubicle(cube5_2);
            level5.addCubicle(cube5_3);
            level5.addCubicle(cube5_4);
            level5.addCubicle(cube5_5);
            level5.addCubicle(cube5_6);
            level5.setPlayerOrigin(new Vector2(15.0F, 230.0F));
            level5.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 230.0F));
            level5.setScreens(screens);
            level5.setSongs(officeSong, officeSong2);

            //LEVEL 6
            List<GameObject> Level6Objects = new List<GameObject>();
            Level6Objects.Add(door6to5);
            Level6Objects.Add(door6to7);
            Level6Objects.Add(las6_1);
            Level6Objects.Add(las6_2);
            Level6Objects.Add(las6_3);
            Level6Objects.Add(las6_4);
            Level6Objects.Add(bar6_1);
            Level6Objects.Add(bar6_2);
            Level6Objects.Add(lasbutt6_1);
            Level6Objects.Add(lasbutt6_2);
            Level6Objects.Add(lasbutt6_3);
            Level6Objects.Add(lasbutt6_4);
            Level6Objects.Add(barbutt6_1);
            Level6Objects.Add(barbutt6_2);
            Level6Objects.Add(actbutt6_1);
            Level6Objects.Add(box6_1);
            Level6Objects.Add(box6_2);
            Level6Objects.Add(key6_1);

            Texture2D l6 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level6 = new Level(this, player, l6, new Npc[] { npc6_1, npc6_2 }, Level6Objects.ToArray(), 5);
            level6.addCubicle(cube6_1);
            level6.addCubicle(cube6_2);
            level6.setPlayerOrigin(new Vector2(20.0F, 10.0F));
            level6.setPlayerReentryPoint(new Vector2(785.0F - 64.0F, 400.0F));
            level6.setScreens(screens);
            level6.setSongs(officeSong, officeSong2);

            //LEVEL 7
            List<GameObject> Level7Objects = new List<GameObject>();
            Level7Objects.Add(door7to6);
            Level7Objects.Add(door7to8);
            Level7Objects.Add(las7_1);
            Level7Objects.Add(las7_2);
            Level7Objects.Add(las7_3);
            Level7Objects.Add(lasbutt7_1);
            Level7Objects.Add(lasbutt7_2);
            Level7Objects.Add(lasbutt7_3);
            Level7Objects.Add(bar7_1);
            Level7Objects.Add(bar7_2);
            Level7Objects.Add(barbutt7_1);
            Level7Objects.Add(barbutt7_2);
            Level7Objects.Add(box7_1);
            Texture2D l7 = Content.Load<Texture2D>("sprites/levels/Level1");
            Level level7 = new Level(this, player, l7, new Npc[] { npc7_1, npc7_2 }, Level7Objects.ToArray(), 6);
            level7.addCubicle(cube7_1);
            level7.addCubicle(cube7_2);
            level7.addCubicle(cube7_3);
            level7.setPlayerOrigin(new Vector2(15.0F, 220.0F));
            level7.setPlayerReentryPoint(new Vector2(15.0F, 220.0F));
            level7.setScreens(screens);
            level7.setSongs(streetSong, officeSong2);

            levels = new List<Level>();
            levels.Add(level1);
            levels.Add(level2);
            levels.Add(level3);
            levels.Add(level4);
            levels.Add(level5);
            levels.Add(level6);
            levels.Add(level7);
            level = levels[0];
            levelIndex = 0;

            SoundEffect readEffect = Content.Load<SoundEffect>("audio/sound effects/mindreadSound");
            MindRead read = new MindRead(20, 200, 100);
            read.setPlayerManager(playerManager);
            read.setEffect(readEffect);

            inputManager = new InputManager(this, player, level, target, playerManager, screens, read);
            keyBox.update(inputManager);
            level.setInputManager(inputManager);
            inputManager.setDeathManager(new DeathManager(inputManager));

            pixel = new Texture2D(GraphicsDevice, 1, 1);
            pixel.SetData(new Color[] { Color.White });

            Projectile n1_1 = new Projectile(npc1_1, fireOrb, 5, 250, boltSound);
            n1_1.setDamage(33);
            Projectile n1_2 = new Projectile(npc1_2, lightningOrb, 10, 500, boltSound);
            n1_2.setDamage(75);
            Projectile n1_3 = new Projectile(npc1_3, iceOrb, 7, 333, boltSound);
            n1_3.setDamage(20);
            Projectile n2_1 = new Projectile(npc2_1, iceOrb, 5, 250, boltSound);
            n2_1.setDamage(33);
            Projectile n2_2 = new Projectile(npc2_2, iceOrb, 10, 500, boltSound);
            n2_2.setDamage(33);
            Projectile n2_3 = new Projectile(npc2_3, iceOrb, 7, 333, boltSound);
            n2_3.setDamage(20);
            Projectile n3_1 = new Projectile(npc3_1, lightningOrb, 5, 250, boltSound);
            n3_1.setDamage(33);
            Projectile n3_2 = new Projectile(npc3_2, lightningOrb, 10, 500, boltSound);
            n3_2.setDamage(33);
            Projectile n5_1 = new Projectile(npc5_1, fireOrb, 7, 333, boltSound);
            n5_1.setDamage(30);
            Projectile n5_2 = new Projectile(npc5_2, fireOrb, 7, 333, boltSound);
            n5_2.setDamage(30);
            Projectile n5_3 = new Projectile(npc5_3, fireOrb, 7, 333, boltSound);
            n5_3.setDamage(30);
            Projectile n5_4 = new Projectile(npc5_4, fireOrb, 7, 333, boltSound);
            n5_4.setDamage(30);
            Projectile n6_1 = new Projectile(npc6_1, lightningOrb, 7, 333, boltSound);
            n6_1.setDamage(25);
            Projectile n6_2 = new Projectile(npc6_2, lightningOrb, 7, 333, boltSound);
            n6_2.setDamage(25);
            Projectile n7_1 = new Projectile(npc7_1, lightningOrb, 7, 333, boltSound);
            n7_1.setDamage(25);
            Projectile n7_2 = new Projectile(npc7_2, lightningOrb, 7, 333, boltSound);
            n7_2.setDamage(25);

            npc1_1.setPath(new AIPath(npc1_1, this, new int[] { midX - 105, midY - 180, midX + 120, midY + 165 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.West, Direction.North, Direction.East, Direction.South }));
            npc1_1.setProjectile(n1_1);
            npc1_2.setPath(new AIPath(npc1_2, this, new int[] { 80, 175 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East }));
            npc1_2.setProjectile(n1_2);
            npc1_3.setPath(new AIPath(npc1_3, this, new int[] { 570, 665 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East }));
            npc1_3.setProjectile(n1_3);

            npc2_1.setPath(new AIPath(npc2_1, this, new int[] { 200, 550 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East }));
            npc2_1.setProjectile(n2_1);
            npc2_2.setPath(new AIPath(npc2_2, this, new int[] { 180, 660 }, new int[] { 45, 45 }, new Direction[] { Direction.West, Direction.East }));
            npc2_2.setProjectile(n2_2);
            npc2_3.setPath(new AIPath(npc2_3, this, new int[] { 600, 300, 100, 400 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.East, Direction.North, Direction.West, Direction.South }));
            npc2_3.setProjectile(n2_3);

            npc3_1.setPath(new AIPath(npc3_1, this, new int[] { 100, 360, 100, 420 }, new int[] { 60, 60, 60, 60 }, new Direction[] { Direction.West, Direction.South, Direction.North, Direction.East }));
            npc3_1.setProjectile(n3_1);
            npc3_2.setPath(new AIPath(npc3_2, this, new int[] { 80, 380 }, new int[] { 60, 60 }, new Direction[] { Direction.North, Direction.South }));
            npc3_2.setProjectile(n3_2);

            npc5_1.setProjectile(n5_1);
            npc5_2.setProjectile(n5_2);
            npc5_3.setProjectile(n5_3);
            npc5_4.setProjectile(n5_4);

            npc6_1.setPath(new AIPath(npc6_1, this, new int[] { 550, 370 }, new int[] { 20, 20 }, new Direction[] { Direction.East, Direction.West }));
            npc6_1.setProjectile(n6_1);
            npc6_2.setPath(new AIPath(npc6_2, this, new int[] { 190, 370 }, new int[] { 20, 20 }, new Direction[] { Direction.West, Direction.East }));
            npc6_2.setProjectile(n6_2);

            npc7_1.setPath(new AIPath(npc7_1, this, new int[] { 560, 190, 300, 440, 40, 710 }, new int[] { 20, 20, 20, 20, 20, 220 }, new Direction[] { Direction.West, Direction.South, Direction.West, Direction.East, Direction.North, Direction.East }));
            npc7_1.setProjectile(n7_1);
            npc7_2.setPath(new AIPath(npc7_2, this, new int[] { 560, 270, 300, 440, 380, 710 }, new int[] { 20, 20, 20, 20, 20, 220 }, new Direction[] { Direction.West, Direction.North, Direction.West, Direction.East, Direction.South, Direction.East }));
            npc7_2.setProjectile(n7_2);
        }