/// <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); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); // Names fo the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> found = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]); // TODO: use this.Content to load your game content here }
/// <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); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); // Names fo the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> found = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]); // TODO: use this.Content to load your game content here for (int i = 0; i < found.Count; i++) { sentryTurret = new SentryTurret(this, new Vector2(found[i].X * tileWidth, found[i].Y * tileHeight), new List <TileRef>() { new TileRef(20, 2, 0), new TileRef(20, 3, 0), new TileRef(20, 4, 0), new TileRef(20, 5, 0), new TileRef(20, 6, 0), new TileRef(20, 7, 0), new TileRef(20, 8, 0), }, 64, 64, 0f); sentryList.Add(sentryTurret); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //Audio Load bkMusic = Content.Load <Song>("bkMusic"); death = Content.Load <SoundEffect>("Wasted"); shot = Content.Load <SoundEffect>("Grenade"); explosion = Content.Load <SoundEffect>("Explosion"); winner = Content.Load <SoundEffect>("Winner"); //Tiles for EndGame Screen txGameOver = Content.Load <Texture2D>(@"Tiles/Wasted"); txwinner = Content.Load <Texture2D>(@"Tiles/Winner"); gameOver = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); Services.AddService(Content.Load <SpriteFont>(@"font")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home", "exit" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); TileRefs.Add(new TileRef(3, 3, 5)); // Names of the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); TilePlayer player = Services.GetService <TilePlayer>(); //Projectile Service Projectile playerProjectile = new Projectile(this, new List <TileRef>() { new TileRef(7, 0, 0) }, new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2), }, 64, 64, 0), player.PixelPosition, 1); SetColliders(TileType.BLUEBOX); SetColliders(TileType.EXIT); playerProjectile.AddShot(shot); playerProjectile.AddExplosionSound(explosion); player.LoadProjectile(playerProjectile); //This is the only bit of code done by either of my teammates, this part was done by Conor Flannery //Sentry Turret List <Tile> found = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]); // TODO: use this.Content to load your game content here for (int i = 0; i < found.Count; i++) { sentryTurret = new SentryTurret(this, new Vector2(found[i].X * tileWidth, found[i].Y * tileHeight), new List <TileRef>() { new TileRef(21, 2, 0), new TileRef(21, 3, 0), new TileRef(21, 4, 0), new TileRef(21, 5, 0), new TileRef(21, 6, 0), new TileRef(21, 7, 0), new TileRef(21, 8, 0), }, 64, 64, 0f); sentryList.Add(sentryTurret); } //This is the end of the code done by Conor Flannery for (int i = 0; i < sentryList.Count; i++) { Projectile projectile = new Projectile(this, new List <TileRef>() { new TileRef(8, 0, 0) }, new AnimateSheetSprite(this, sentryList[i].PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2) }, 64, 64, 0), sentryList[i].PixelPosition, 1); projectile.AddShot(shot); projectile.AddExplosionSound(explosion); sentryList[i].LoadProjectile(projectile); sentryList[i].Health = 20; } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { sFont = Content.Load <SpriteFont>("sFont"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "blue steel", "green box", "home" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); // Names fo the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> found = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]); Projectile playerBullet = new Projectile(this, new List <TileRef>() { new TileRef(5, 0, 0) }, new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>() { new TileRef(7, 0, 0), new TileRef(8, 0, 0), new TileRef(0, 0, 0), new TileRef(1, 0, 0), new TileRef(2, 0, 0) }, tileWidth, tileHeight, 1), player.PixelPosition, 1); player.LoadProjectile(playerBullet); //List<Tile> found = SimpleTileLayer.getNamedTiles("green box"); // added a senytry gameservice similer to a player. 29/11/17 at 13:44 for (int i = 0; i < found.Count; i++) { sentrys = new Sentry(this, new Vector2(found[i].X * tileWidth, found[i].Y * tileHeight), new List <TileRef>() { new TileRef(20, 2, 0), new TileRef(20, 3, 0), new TileRef(20, 4, 0), new TileRef(20, 5, 0), new TileRef(20, 6, 0), new TileRef(20, 7, 0), new TileRef(20, 8, 0), }, 64, 64, 0f); sentryList.Add(sentrys); Projectile projectile = new Projectile(this, new List <TileRef>() { new TileRef(0, 0, 0) }, new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>() { new TileRef(7, 0, 0), new TileRef(8, 0, 0), new TileRef(0, 0, 0), new TileRef(1, 0, 0), new TileRef(2, 0, 0) }, tileWidth, tileHeight, 1), player.PixelPosition, 1); sentryList[i].loadProjectile(projectile); sentryList[i].Health = 2; } player.playerCrossHair = new CrossHair(this, new List <TileRef>() { new TileRef(11, 6, 0) }, player.PixelPosition, 1); // insert soundEffects and songs! bulletExplosion = Content.Load <SoundEffect>("SoundEffects/atari_boom"); Shooting = Content.Load <SoundEffect>("SoundEffects/atari_boom2"); backingTrack = Content.Load <Song>("Songs/bgm_action_1"); }
/// <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); Services.AddService(spriteBatch); Services.AddService(Content.Load <Texture2D>(@"Tiles/tank tiles 64 x 64")); // Tile References to be drawn on the Map corresponding to the entries in the defined // Tile Map // "free", "pavement", "ground", "blue", "home", "grass" "end" TileRefs.Add(new TileRef(4, 2, 0)); TileRefs.Add(new TileRef(3, 3, 1)); TileRefs.Add(new TileRef(6, 3, 2)); TileRefs.Add(new TileRef(6, 2, 3)); TileRefs.Add(new TileRef(0, 2, 4)); TileRefs.Add(new TileRef(0, 1, 5)); TileRefs.Add(new TileRef(0, 4, 6)); // Names fo the Tiles new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> found = SimpleTileLayer.getNamedTiles("home"); new SimpleTileLayer(this, backTileNames, tileMap, TileRefs, tileWidth, tileHeight); List <Tile> foundSentry = SimpleTileLayer.getNamedTiles(backTileNames[(int)TileType.GREENBOX]); Services.AddService(new TilePlayer(this, new Vector2((int)TileType.HOME), new List <TileRef>() { new TileRef(15, 2, 0), new TileRef(15, 3, 0), new TileRef(15, 4, 0), new TileRef(15, 5, 0), new TileRef(15, 6, 0), new TileRef(15, 7, 0), new TileRef(15, 8, 0), }, 64, 64, 0f)); SetColliders(TileType.GREENBOX); SetColliders(TileType.BLUEBOX); TilePlayer tilePlayer = Services.GetService <TilePlayer>(); tilePlayer.AddHealthBar(new HealthBar(tilePlayer.Game, tilePlayer.PixelPosition)); player = (TilePlayer)Services.GetService(typeof(TilePlayer)); Projectile playerProjectile = new Projectile(this, new List <TileRef>() { new TileRef(8, 0, 0) }, new AnimateSheetSprite(this, player.PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2) }, 64, 64, 0), player.PixelPosition, 1); player.LoadProjectile(playerProjectile); for (int i = 0; i < foundSentry.Count; i++) { sentryTurret = new Sentry(this, new Vector2(foundSentry[i].X * tileWidth, foundSentry[i].Y * tileHeight), new List <TileRef>() { new TileRef(20, 2, 0), new TileRef(20, 3, 0), new TileRef(20, 4, 0), new TileRef(20, 5, 0), new TileRef(20, 6, 0), new TileRef(20, 6, 0), new TileRef(20, 8, 0), }, 64, 64, 0); sentryList.Add(sentryTurret); } for (int i = 0; i < sentryList.Count; i++) { Projectile projectile = new Projectile(this, new List <TileRef>() { new TileRef(8, 0, 0) }, new AnimateSheetSprite(this, sentryList[i].PixelPosition, new List <TileRef>() { new TileRef(0, 0, 0), new TileRef(1, 0, 1), new TileRef(2, 0, 2) }, 64, 64, 0), sentryList[i].PixelPosition, 1); sentryList[i].LoadProjectile(projectile); sentryList[i].Health = 20; } // TODO: use this.Content to load your game content here //Background backgroundMusic = Content.Load <Song>(@"Audio/bckGroundMusic"); MediaPlayer.Play(backgroundMusic); MediaPlayer.Volume = 0.4f; MediaPlayer.IsRepeating = true; //Sound FX sfx[0] = Content.Load <SoundEffect>(@"Audio/Explosion 2"); //Player Shot sfx[1] = Content.Load <SoundEffect>(@"Audio/Beep"); //Sentry Shot sfx[2] = Content.Load <SoundEffect>(@"Audio/Explosion"); //Projectile Explosion sfx[3] = Content.Load <SoundEffect>(@"Audio/Ching"); //Victory sfx[4] = Content.Load <SoundEffect>(@"Audio/Error"); //Fail //Screens victory = Content.Load <Texture2D>(@"Images/Victory"); gameOver = Content.Load <Texture2D>(@"Images/GameOver"); }