Esempio n. 1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Initialize the player class
            player = new Player();

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();
            bgLayer3 = new ParallaxingBackground();
            bgLayer4 = new ParallaxingBackground();

            bearTraps = new BearTrap[MAX_TRAPS];
            for (int bearTrapIndex = 0; bearTrapIndex < MAX_TRAPS; bearTrapIndex++)
            {
                bearTraps[bearTrapIndex] = new BearTrap();
            }

            base.Initialize();
        }
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()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);


            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture   = Content.Load <Texture2D>("Images/BearWalk");

            playerAnimation.Initialize(playerTexture, Vector2.Zero, 152, 95, 8, 48, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X + playerTexture.Width / 6, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.Height - playerTexture.Height * 0.75f);

            player.Initialize(Window, playerAnimation, playerPosition);

            // initialize all bear traps
            for (int bearTrapIndex = 0; bearTrapIndex < MAX_TRAPS; bearTrapIndex++)
            {
                Animation bearTrapAnimation = new Animation();
                Texture2D bearTrapTexture   = Content.Load <Texture2D>("Images/BearTrap");
                bearTrapAnimation.Initialize(bearTrapTexture, Vector2.Zero, 104, 74, 1, 48, Color.White, 0.5f, true);
                Vector2 bearTrapPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X + GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.Height - bearTrapTexture.Height * 0.35f);
                bearTraps[bearTrapIndex] = new BearTrap();
                bearTraps[bearTrapIndex].Initialize(Window, bearTrapAnimation, bearTrapPosition);
                bearTraps[bearTrapIndex].Active      = false;
                bearTraps[bearTrapIndex].TrapCleared = false;
            }

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "Images/Sky", GraphicsDevice.Viewport.Width, -1, 1.0f);
            bgLayer2.Initialize(Content, "Images/Mountain", GraphicsDevice.Viewport.Width, -2, 0.02f);
            bgLayer3.Initialize(Content, "Images/Ground", GraphicsDevice.Viewport.Width, -3, 0.15f);
            bgLayer4.Initialize(Content, "Images/Trees", GraphicsDevice.Viewport.Width, -4, 0.1f);

            // Load the score font
            font = Content.Load <SpriteFont>("ScoreFont");
        }