コード例 #1
0
ファイル: Level1.cs プロジェクト: gkericks/legend-of-darwin
        public void LoadContent()
        {
            messageFont      = mainGame.Content.Load <SpriteFont>("TimesNewRoman");
            deathScreamSound = mainGame.Content.Load <SoundEffect>("chewScream");
            fallScreamSound  = mainGame.Content.Load <SoundEffect>("deathScream1");

            Texture2D   darwinTex       = mainGame.Content.Load <Texture2D>("DarwinPic/Darwin");
            Texture2D   darwinUpTex     = mainGame.Content.Load <Texture2D>("DarwinPic/DarwinUp");
            Texture2D   darwinDownTex   = mainGame.Content.Load <Texture2D>("DarwinPic/Darwin");
            Texture2D   darwinRightTex  = mainGame.Content.Load <Texture2D>("DarwinPic/DarwinRight");
            Texture2D   darwinLeftTex   = mainGame.Content.Load <Texture2D>("DarwinPic/DarwinLeft");
            Texture2D   zombieDarwinTex = mainGame.Content.Load <Texture2D>("DarwinPic/ZombieDarwin");
            Texture2D   deadDarwinText  = mainGame.Content.Load <Texture2D>("DarwinPic/DeadDarwin");
            SoundEffect transformSound  = mainGame.Content.Load <SoundEffect>("transform");

            darwin.LoadContent(graphics.GraphicsDevice, darwinUpTex, darwinDownTex,
                               darwinRightTex, darwinLeftTex, zombieDarwinTex, deadDarwinText, transformSound);


            gameOverTexture = mainGame.Content.Load <Texture2D>("gameover");
            gameWinTexture  = mainGame.Content.Load <Texture2D>("gamewin");
            Texture2D menuBarTexture = mainGame.Content.Load <Texture2D>("menubar");

            stairs.LoadContent(mainGame.Content.Load <Texture2D>("StaticPic/stairsUp"),
                               mainGame.Content.Load <Texture2D>("StaticPic/stairsDown"), "Down");

            SoundEffect switchSound = mainGame.Content.Load <SoundEffect>("switch");

            firstSwitch.LoadContent(mainGame.Content.Load <Texture2D>("StaticPic/Wall"),
                                    mainGame.Content.Load <Texture2D>("StaticPic/Switch"), switchSound);

            brain.LoadContent(mainGame.Content.Load <Texture2D>("brain"));

            board.LoadContent(mainGame.Content.Load <Texture2D>("StaticPic/metal_tile"));
            board.LoadBackgroundContent(mainGame.Content.Load <Texture2D>("StaticPic/side_wall"));
            board.loadMenuBar(menuBarTexture);

            wallTex = mainGame.Content.Load <Texture2D>("StaticPic/side_wall");


            //darwin.LoadContent(graphics.GraphicsDevice, darwinTex, zombieDarwinTex);

            firstZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));
            secondZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));
            thirdZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));
            fourthZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));
            fifthZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));
            sixthZombie.LoadContent(mainGame.Content.Load <Texture2D>("ZombiePic/Zombie"), mainGame.Content.Load <Texture2D>("ZombieSkull"));

            zombieMessage.LoadContent(mainGame.Content.Load <Texture2D>("messageBox"));
            darwinMessage.LoadContent(mainGame.Content.Load <Texture2D>("messageBox"));
            switchMessage.LoadContent(mainGame.Content.Load <Texture2D>("messageBox"));
            brainMessage.LoadContent(mainGame.Content.Load <Texture2D>("messageBox"));

            gameStart.LoadContent(mainGame.Content.Load <Texture2D>("SplashScreens/Intro2"));
            gameStart2.LoadContent(mainGame.Content.Load <Texture2D>("SplashScreens/Intro2"));
            zTime.LoadContent(mainGame.Content.Load <Texture2D>("humanities_bar"));
            vortex.LoadContent(mainGame.Content.Load <Texture2D>("vortex"));
            potion.LoadContent(mainGame.Content.Load <Texture2D>("StaticPic/potion"), mainGame.Content.Load <SoundEffect>("potion"));
        }
コード例 #2
0
        public override void LoadContent()
        {
            Background tempBack = new Background(TheGame.Content.Load<Texture2D>(@"Maps/Level2/underwaterlvl"), TheSpriteBatch);

            player = new Player(TheGame, TheSpriteBatch,
                new Vector2(100,
                    500));
            player.LoadContent();

            //Loading the Enemy Sprites
            enemy = new Vortex(TheGame, TheSpriteBatch,
                new Vector2(200,
                    200));
            enemy.LoadContent();

            spawnManager = new SpawnManager(TheGame, TheSpriteBatch);

            //Object Manager
            objectManager.RegisterObject(tempBack);
            objectManager.RegisterObject(enemy);
            objectManager.RegisterObject(player);
            collisionManager.RegisterObject(player);
            collisionManager.RegisterObject(enemy);

            levelLoaded = true;
        }
コード例 #3
0
        public override void LoadContent()
        {
            Background tempBack = new Background(TheGame.Content.Load <Texture2D>(@"Maps/Level1/space"), TheSpriteBatch);


            player = new Player(TheGame, TheSpriteBatch,
                                new Vector2(700,
                                            300));
            player.LoadContent();

            //Loading the Enemy Sprites
            enemy = new Vortex(TheGame, TheSpriteBatch,
                               new Vector2(200,
                                           200));
            enemy.LoadContent();

            spawnManager = new SpawnManager(TheGame, TheSpriteBatch);

            //Object Manager
            objectManager.RegisterObject(tempBack);
            objectManager.RegisterObject(enemy);
            objectManager.RegisterObject(player);
            collisionManager.RegisterObject(player);
            collisionManager.RegisterObject(enemy);

            levelLoaded = true;
        }