public void Load() { // Load player sprites this.settings.addSprite(TextureContent.LoadDictionaryContent <Texture2D>(this.game.Content, @"Graphics\Sprites\Adventurer")); this.settings.addSprite(TextureContent.LoadDictionaryContent <Texture2D>(this.game.Content, @"Graphics\Sprites\Female")); this.settings.addSprite(TextureContent.LoadDictionaryContent <Texture2D>(this.game.Content, @"Graphics\Sprites\Player")); this.settings.addSprite(TextureContent.LoadDictionaryContent <Texture2D>(this.game.Content, @"Graphics\Sprites\Soldier")); this.settings.addSprite(TextureContent.LoadDictionaryContent <Texture2D>(this.game.Content, @"Graphics\Sprites\Zombie")); this.settings.avaibleRamps = TextureContent.LoadListContent <Texture2D>(this.game.Content, @"Graphics\Ramps"); this.settings.avaibleBackgrounds = TextureContent.LoadListContent <Texture2D>(this.game.Content, @"Graphics\Backgrounds\ingame"); // TEXTURES - MISC this.settings.textures.Add("hearth", this.game.Content.Load <Texture2D>(@"Graphics\hearth")); this.settings.textures.Add("star", this.game.Content.Load <Texture2D>(@"Graphics\star")); this.settings.textures.Add("sound.enabled", this.game.Content.Load <Texture2D>(@"Graphics\sound_enabled")); this.settings.textures.Add("sound.disabled", this.game.Content.Load <Texture2D>(@"Graphics\sound_disabled")); this.settings.textures.Add("vim-mode", this.game.Content.Load <Texture2D>(@"Graphics\vim_mode")); this.settings.textures.Add("logo", this.game.Content.Load <Texture2D>(@"Graphics\logo")); // SOUNDS this.settings.sounds.Add("menu.select", this.game.Content.Load <SoundEffect>(@"SFX\menu\menu_select")); this.settings.sounds.Add("menu.confirm", this.game.Content.Load <SoundEffect>(@"SFX\menu\menu_confirm")); this.settings.sounds.Add("game.jump.1", this.game.Content.Load <SoundEffect>(@"SFX\ingame\jump1")); this.settings.sounds.Add("game.jump.2", this.game.Content.Load <SoundEffect>(@"SFX\ingame\jump2")); this.settings.sounds.Add("game.jump.3", this.game.Content.Load <SoundEffect>(@"SFX\ingame\jump3")); this.settings.sounds.Add("game.jump.4", this.game.Content.Load <SoundEffect>(@"SFX\ingame\jump4")); this.settings.sounds.Add("game.death", this.game.Content.Load <SoundEffect>(@"SFX\ingame\death")); this.settings.sounds.Add("game.end", this.game.Content.Load <SoundEffect>(@"SFX\ingame\end")); // FONTS this.settings.fonts.Add("ingame", this.game.Content.Load <SpriteFont>(@"Fonts\ingameFont")); this.settings.fonts.Add("ingame.bigger", this.game.Content.Load <SpriteFont>(@"Fonts\biggerIngameFont")); this.settings.fonts.Add("menu.bigger", this.game.Content.Load <SpriteFont>(@"Fonts\biggerMenuFont")); this.settings.fonts.Add("paragraph", this.game.Content.Load <SpriteFont>(@"Fonts\paragraphFont")); Thread.Sleep(3000); // In case someone has NASA pc :D this.game.gameState = GameState.Menu; }
public void LoadAllTextures(ContentManager content) { //Loads the Dictionary with all the item textures in ItemTextures folder projectileSpriteContent = TextureContent.LoadListContent <Texture2D>(content, "TextureSheets/ProjectileTextures"); }
public void LoadAllTextures(ContentManager content) { enemySpriteContent = TextureContent.LoadListContent <Texture2D>(content, "TextureSheets/EnemyTextures"); }
public void LoadAllGameObjects() { List <String> DirNames = new List <String> { "Interactables", "Grounds", "Rocks" }; GameObjectFactory factory = new GameObjectFactory(); foreach (String dirName in DirNames) { Dictionary <string, Texture2D> objectTextures = TextureContent.LoadListContent <Texture2D>(_content, dirName); List <GameObject> ObjectTemplates = new List <GameObject>(); GameObjectTextures.Add(dirName, objectTextures); foreach (var gameObj in objectTextures) { // the type of the object to create is extracted from the // sprite name string objType = gameObj.Key.Split('/').Last(); // for more objects of the same type, the delimitor used is underscore objType = objType.Split('_').First().ToLower(); Obj gobj = new Obj { Type = objType, Position = Vector2.Zero, SpriteSize = new Vector2(150, 100) }; // don't add the key to the placeable gameObjects if (objType == "key") { continue; } GameObject gameObject = factory.Create(gobj); if (objType == "door") { (gameObject as Door).LockedLight.Texture = GameObjectTextures["Misc"]["red_light"]; (gameObject as Door).UnlockedLight.Texture = GameObjectTextures["Misc"]["green_light"]; } if (objType == "rockandhook") { (gameObject as RockHook).Rope.Texture = GameObjectTextures["Misc"]["Rope"]; (gameObject as RockHook).Rope.SecondTexture = GameObjectTextures["Misc"]["Rope_transparent"]; } if (objType == "platform") { (gameObject as Platform).Background.Texture = GameObjectTextures["Misc"]["platform_mechanismy"]; } if (objType == "plankx") { continue; } if (objType == "planka") { continue; } if (objType == "plankbrope") { continue; } if (objType == "plankxrope") { continue; } if (objType == "plankpickaxe") { continue; } if (objType == "plankrb") { continue; } if (objType == "plankrt") { continue; } if (objType == "plankxrope") { continue; } if (objType == "plankkey") { continue; } gameObject.Texture = gameObj.Value; //TODO: remove this ugly hardcoding if (objType != "lever" && objType != "button") { ObjectTemplates.Add(gameObject); } } CircularSelector circSelector = new CircularSelector(_content, dirName); circSelector.SetObjects(ObjectTemplates); ObjectsSelector.Add(dirName, circSelector); } }
public void LoadMiscTextures() { GameObjectTextures.Add("Misc", TextureContent.LoadListContent <Texture2D>(_content, "Misc")); }