protected void Jump(GameTime gt) { Velocity.Y = -20; ChangeGameObjectState(GameObject_State.Air); ChangeAnimationState(Animation_State.jumpSquat); StaticSoundPlayer.PlaySound(SoundEffects.PLAYER_JUMP, 1, (float)Math.Sin(gt.TotalGameTime.TotalMilliseconds)); }
/// <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_LayerLowest = new SpriteBatch(GraphicsDevice); SpriteBatch_HUD = new SpriteBatch(GraphicsDevice); lvl = new Level(Content, CurrentLevel); ThePlayer = new Player(Content, "Player/", 15, lvl.PlayerSpawnPosition); MyCamera = new Camera(GraphicsDevice.Viewport, lvl, ref ThePlayer); ThePlayer.SetSpawnPosition(lvl.PlayerSpawnPosition); ThePlayer.Respawn(); TheSoundPlayer = new SoundPlayer(Content); StaticSoundPlayer.SetSoundPlayer(ref TheSoundPlayer); TheSpawnableEffect_List = new SpawnableEffect_List(Content); StaticSpawnableEffect.SetSpawnableEffect_List(ref TheSpawnableEffect_List); TheGameHud = new GameHud(Content); // TODO: use this.Content to load your game content here }
public int TriggerCollect(GameTime gt) { StaticSoundPlayer.PlaySound(SoundEffects.GET_COLLECTIBLE); ChangeGameObjectState(GameObject_State.Death); DeathDelayTimer = (int)gt.TotalGameTime.TotalMilliseconds + 590; ChangeAnimationState(Animation_State.death); Collected = true; return(CollectibleValue); }