/// <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 // Assigning the black screen and background that is used during gameplay. titleBackgroundTexture = Content.Load<Texture2D>("background_title"); highScoresBackgroundTexture = Content.Load<Texture2D>("background_highScores"); gameplayBackgroundTexture = Content.Load<Texture2D>("background_game"); blackTexture = Content.Load<Texture2D>("background_black"); waterDropUITexture = Content.Load<Texture2D>("water_0"); // Temporary texture arrays for loading batches of textures or textures that are animated. Texture2D[] tempTextureArray; Texture2D[] tempTextureArray2; // Same as tempTexture, but this one is used for the tank. Texture2D[,] tempTexture2DArray; // Load all music titleMusic = Content.Load<Song>("titleMusic"); gameplayMusic = Content.Load<Song>("gameplayMusic"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(titleMusic); // Load all video startingVideo = Content.Load<Video>("video_startingAnimation"); endingVideo = Content.Load<Video>("video_endingAnimation"); // Load title textures tempTextureArray = new Texture2D[4]; tempTextureArray[0] = titleBackgroundTexture; tempTextureArray[1] = Content.Load<Texture2D>("title"); tempTextureArray[2] = Content.Load<Texture2D>("button_start"); tempTextureArray[3] = Content.Load<Texture2D>("button_mute"); tempTextureArray2 = new Texture2D[3]; tempTextureArray2[0] = Content.Load<Texture2D>("title_tank_0"); tempTextureArray2[1] = Content.Load<Texture2D>("title_tank_1"); title = new Title(tempTextureArray, tempTextureArray2, windowAreaRectangle); // Load starting and ending animation objects startingAnimation = new VideoAnimation(windowAreaRectangle, startingVideo); endingAnimation = new VideoAnimation(windowAreaRectangle, endingVideo); // Load the nozzle texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load<Texture2D>("nozzle_0"); tempTextureArray[1] = Content.Load<Texture2D>("nozzle_1"); tempTextureArray[2] = Content.Load<Texture2D>("nozzle_2"); nozzle = new Nozzle(tempTextureArray, playAreaRectangle); // Load the funnel texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load<Texture2D>("funnel_0"); tempTextureArray[1] = Content.Load<Texture2D>("funnel_1"); tempTextureArray[2] = Content.Load<Texture2D>("funnel_2"); funnel = new Funnel(tempTextureArray, playAreaRectangle); // Load the water texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load<Texture2D>("water_0"); tempTextureArray[1] = Content.Load<Texture2D>("water_1"); tempTextureArray[2] = Content.Load<Texture2D>("water_2"); water = new Water(tempTextureArray, playAreaRectangle); // Load Tank (3x the sprites) tempTexture2DArray = new Texture2D[4, 2]; tempTexture2DArray[0, 0] = Content.Load<Texture2D>("tank_0_0"); tempTexture2DArray[0, 1] = Content.Load<Texture2D>("tank_0_1"); tempTexture2DArray[1, 0] = Content.Load<Texture2D>("tank_1_0"); tempTexture2DArray[1, 1] = Content.Load<Texture2D>("tank_1_1"); tempTexture2DArray[2, 0] = Content.Load<Texture2D>("tank_2_0"); tempTexture2DArray[2, 1] = Content.Load<Texture2D>("tank_2_1"); tempTexture2DArray[3, 0] = Content.Load<Texture2D>("leak_0"); tempTexture2DArray[3, 1] = Content.Load<Texture2D>("leak_1"); tank = new Tank(tempTexture2DArray, tankAreaRectangle); // Load fonts dropsCaughtFont = Content.Load<SpriteFont>("dropsCaughtFont"); highScoresFont = Content.Load<SpriteFont>("highScoresFont"); levelFont = Content.Load<SpriteFont>("levelFont"); // Load Border tempTextureArray = new Texture2D[5]; tempTextureArray[0] = Content.Load<Texture2D>("divider_0"); tempTextureArray[1] = Content.Load<Texture2D>("divider_1"); tempTextureArray[2] = Content.Load<Texture2D>("divider_2"); tempTextureArray[3] = Content.Load<Texture2D>("divider_3"); tempTextureArray[4] = Content.Load<Texture2D>("hoseEnd_0"); border = new Border(tempTextureArray, playAreaRectangle); // Load High Scores title highScoresTitle = Content.Load<Texture2D>("title_highScores"); //Load retry button retryButtonTexture = Content.Load<Texture2D>("button_retry"); retryButton = new Rectangle( 100, 400, retryButtonTexture.Width, retryButtonTexture.Height); StartGame(); }
/// <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 // Assigning the black screen and background that is used during gameplay. titleBackgroundTexture = Content.Load <Texture2D>("background_title"); highScoresBackgroundTexture = Content.Load <Texture2D>("background_highScores"); gameplayBackgroundTexture = Content.Load <Texture2D>("background_game"); blackTexture = Content.Load <Texture2D>("background_black"); waterDropUITexture = Content.Load <Texture2D>("water_0"); // Temporary texture arrays for loading batches of textures or textures that are animated. Texture2D[] tempTextureArray; Texture2D[] tempTextureArray2; // Same as tempTexture, but this one is used for the tank. Texture2D[,] tempTexture2DArray; // Load all music titleMusic = Content.Load <Song>("titleMusic"); gameplayMusic = Content.Load <Song>("gameplayMusic"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(titleMusic); // Load all video startingVideo = Content.Load <Video>("video_startingAnimation"); endingVideo = Content.Load <Video>("video_endingAnimation"); // Load title textures tempTextureArray = new Texture2D[4]; tempTextureArray[0] = titleBackgroundTexture; tempTextureArray[1] = Content.Load <Texture2D>("title"); tempTextureArray[2] = Content.Load <Texture2D>("button_start"); tempTextureArray[3] = Content.Load <Texture2D>("button_mute"); tempTextureArray2 = new Texture2D[3]; tempTextureArray2[0] = Content.Load <Texture2D>("title_tank_0"); tempTextureArray2[1] = Content.Load <Texture2D>("title_tank_1"); title = new Title(tempTextureArray, tempTextureArray2, windowAreaRectangle); // Load starting and ending animation objects startingAnimation = new VideoAnimation(windowAreaRectangle, startingVideo); endingAnimation = new VideoAnimation(windowAreaRectangle, endingVideo); // Load the nozzle texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load <Texture2D>("nozzle_0"); tempTextureArray[1] = Content.Load <Texture2D>("nozzle_1"); tempTextureArray[2] = Content.Load <Texture2D>("nozzle_2"); nozzle = new Nozzle(tempTextureArray, playAreaRectangle); // Load the funnel texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load <Texture2D>("funnel_0"); tempTextureArray[1] = Content.Load <Texture2D>("funnel_1"); tempTextureArray[2] = Content.Load <Texture2D>("funnel_2"); funnel = new Funnel(tempTextureArray, playAreaRectangle); // Load the water texture tempTextureArray = new Texture2D[3]; tempTextureArray[0] = Content.Load <Texture2D>("water_0"); tempTextureArray[1] = Content.Load <Texture2D>("water_1"); tempTextureArray[2] = Content.Load <Texture2D>("water_2"); water = new Water(tempTextureArray, playAreaRectangle); // Load Tank (3x the sprites) tempTexture2DArray = new Texture2D[4, 2]; tempTexture2DArray[0, 0] = Content.Load <Texture2D>("tank_0_0"); tempTexture2DArray[0, 1] = Content.Load <Texture2D>("tank_0_1"); tempTexture2DArray[1, 0] = Content.Load <Texture2D>("tank_1_0"); tempTexture2DArray[1, 1] = Content.Load <Texture2D>("tank_1_1"); tempTexture2DArray[2, 0] = Content.Load <Texture2D>("tank_2_0"); tempTexture2DArray[2, 1] = Content.Load <Texture2D>("tank_2_1"); tempTexture2DArray[3, 0] = Content.Load <Texture2D>("leak_0"); tempTexture2DArray[3, 1] = Content.Load <Texture2D>("leak_1"); tank = new Tank(tempTexture2DArray, tankAreaRectangle); // Load fonts dropsCaughtFont = Content.Load <SpriteFont>("dropsCaughtFont"); highScoresFont = Content.Load <SpriteFont>("highScoresFont"); levelFont = Content.Load <SpriteFont>("levelFont"); // Load Border tempTextureArray = new Texture2D[5]; tempTextureArray[0] = Content.Load <Texture2D>("divider_0"); tempTextureArray[1] = Content.Load <Texture2D>("divider_1"); tempTextureArray[2] = Content.Load <Texture2D>("divider_2"); tempTextureArray[3] = Content.Load <Texture2D>("divider_3"); tempTextureArray[4] = Content.Load <Texture2D>("hoseEnd_0"); border = new Border(tempTextureArray, playAreaRectangle); // Load High Scores title highScoresTitle = Content.Load <Texture2D>("title_highScores"); //Load retry button retryButtonTexture = Content.Load <Texture2D>("button_retry"); retryButton = new Rectangle( 100, 400, retryButtonTexture.Width, retryButtonTexture.Height); StartGame(); }