public override void LoadContent() { if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); #region loaded content myModel = Content.Load<Model>("Model\\fighter"); Asteroid1 = Content.Load<Model>("Model\\Asteroid1"); Asteroid2 = Content.Load<Model>("Model\\Asteroid2"); Asteroid3 = Content.Load<Model>("Model\\Asteroid3"); ammo = Content.Load<Model>("Model\\ammo"); ufo = Content.Load<Model>("Model\\UFO"); venus = Content.Load<Model>("Model\\venus"); Explosion = Content.Load<SoundEffect>("Audio\\explosion3"); dataScreen = Content.Load<Texture2D>("Images\\DataScreen"); BackGround = Content.Load<Texture2D>("Images\\background2"); panel = Content.Load<Texture2D>("Images\\panel"); hypButton = Content.Load<Texture2D>("Images\\p1hyp"); hypButtonClk = Content.Load<Texture2D>("Images\\p1hypclk"); ufoFire = Content.Load<SoundEffect>("Audio\\tx0_fire1"); Engine = Content.Load<SoundEffect>("Audio\\engine_3"); WeaponFire = Content.Load<SoundEffect>("Audio\\pdp1_fire"); defaultFont = Content.Load<SpriteFont>("Fonts\\defaultFont"); HyperSpace = Content.Load<SoundEffect>("Audio\\hax2_fire_alt"); play = new Player(myModel, Initial, 0.0f, 3); saucer = new UFO(ufo, new Vector3(9000, 9000, 0), 0.0f, 5, false); Projectile bullet = new Projectile(ammo, Initial, 0.0f, Initial, false, Initial); ufoque = new float[] { 4000, 36000, 36000 }; BulletList = new Projectile[noBullets]; ufoBulletList = new Projectile[noBullets]; #endregion #region Graphic Device and screen elements screenWidth = ScreenManager.GraphicsDevice.PresentationParameters.BackBufferWidth; screenHeight = ScreenManager.GraphicsDevice.PresentationParameters.BackBufferHeight; aspectRatio = ScreenManager.GraphicsDevice.Viewport.AspectRatio; #endregion #region initialise Asteroids AP1.X = -2000; AP1.Y = screenHeight; AP2.X = -screenWidth; AP2.Y = -2000; AP3.X = 500; AP3.Y = -screenHeight; AP4.X = screenWidth; AP4.Y = 750; asteroid1List[0] = new Asteroid(Asteroid1, AP1, 0.5f, true, 5); asteroid1List[1] = new Asteroid(Asteroid1, AP2, 1.25f, true, 5); asteroid1List[2] = new Asteroid(Asteroid1, AP3, 2.005f, true, 5); asteroid2List[0] = new Asteroid(Asteroid2, AP4, 0.005f, true, 3); for (int i = 1; i < NumAsteroid2; i++) asteroid2List[i] = new Asteroid(Asteroid2, new Vector3(4000, 4000, 0), 0.005f, false, 3); for (int i = 0; i < NumAsteroid3; i++) asteroid3List[i] = new Asteroid(Asteroid3, new Vector3(4000, 4000, 0), 0.005f, false, 1); #endregion #region initialise bullet list for (int i = 0; i < noBullets; i++) { BulletList[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); ufoBulletList[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); } #endregion }
public override void LoadContent() { if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); #region loaded content myModel = Content.Load<Model>("Model\\fighter"); Player2 = Content.Load<Model>("Model\\Player2"); Player3 = Content.Load<Model>("Model\\Player3"); Player4 = Content.Load<Model>("Model\\player4"); Asteroid1 = Content.Load<Model>("Model\\Asteroid1"); Asteroid2 = Content.Load<Model>("Model\\Asteroid2"); Asteroid3 = Content.Load<Model>("Model\\Asteroid3"); globe = Content.Load<Model>("Model\\globe"); Explosion = Content.Load<SoundEffect>("Audio\\explosion3"); dataScreen = Content.Load<Texture2D>("Images\\DataScreen"); BackGround = Content.Load<Texture2D>("Images\\background"); panel = Content.Load<Texture2D>("Images\\panel"); panel2 = Content.Load<Texture2D>("Images\\panel2"); hypButton = Content.Load<Texture2D>("Images\\p1hyp"); hypButton2 = Content.Load<Texture2D>("Images\\p2hypclk"); ammo = Content.Load<Model>("Model\\ammo"); Engine = Content.Load<SoundEffect>("Audio\\engine_3"); WeaponFire = Content.Load<SoundEffect>("Audio\\pdp1_fire"); defaultFont = Content.Load<SpriteFont>("Fonts\\defaultFont"); HyperSpace = Content.Load<SoundEffect>("Audio\\hax2_fire_alt"); play = new Player(myModel, Player1Start, 0.0f, 10); play2 = new Player2(Player2, Player2Start, 0.0f, 10); play3 = new Player3(Player3, Player3Start, 0.0f, 10); play4 = new Player4(Player4, Player4Start, 0.0f, 10); Projectile bullet = new Projectile(ammo, Initial, 0.0f, Initial, false, Initial); BulletList = new Projectile[noBullets]; Bullet2List = new Projectile[noBullets]; Bullet3List = new Projectile[noBullets]; Bullet4List = new Projectile[noBullets]; #endregion #region Graphic Device and screen elements screenWidth = ScreenManager.GraphicsDevice.PresentationParameters.BackBufferWidth; screenHeight = ScreenManager.GraphicsDevice.PresentationParameters.BackBufferHeight; aspectRatio = ScreenManager.GraphicsDevice.Viewport.AspectRatio; #endregion #region initialise Asteroids AP1.X = 0; AP1.Y = 0; AP2.X = -2500; AP2.Y = -2000; AP3.X = -1500; AP3.Y = -1500; AP4.X = -300; AP4.Y = 1500; asteroid1List[0] = new Asteroid(Asteroid1, AP1, 0.005f, true, 5); asteroid1List[1] = new Asteroid(Asteroid1, AP2, 1.5f, true, 5); asteroid3List[0] = new Asteroid(Asteroid3, AP3, 0.005f, true, 1); asteroid3List[1] = new Asteroid(Asteroid3, AP4, 0.5f, true, 1); asteroid3List[2] = new Asteroid(Asteroid3, new Vector3(2500, 1900, 0), 1.25f, true, 1); asteroid3List[3] = new Asteroid(Asteroid3, new Vector3(300, 2500, 0), 2.0f, true, 1); asteroid3List[4] = new Asteroid(Asteroid3, new Vector3(-2500, 1500, 0), 2.5f, true, 1); asteroid3List[5] = new Asteroid(Asteroid3, new Vector3(-500, 200, 0), 3.0f, true, 1); asteroid3List[6] = new Asteroid(Asteroid3, new Vector3(-1500, 2000, 0), 3.5f, true, 1); asteroid3List[7] = new Asteroid(Asteroid3, new Vector3(1500, -2500, 0), 4.0f, true, 1); for (int i = 0; i < NumAsteroid2; i++) asteroid2List[i] = new Asteroid(Asteroid2, new Vector3(4000, 4000, 0), 0.005f, false, 3); for (int i = 8; i < NumAsteroid3; i++) asteroid3List[i] = new Asteroid(Asteroid3, new Vector3(4000, 4000, 0), 0.005f, false, 1); #endregion #region initialise bullet list for (int i = 0; i < noBullets; i++) { BulletList[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); } #endregion #region initialise bullet 2 list for (int i = 0; i < noBullets; i++) { Bullet2List[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); } #endregion #region initialise bullet 3 list for (int i = 0; i < noBullets; i++) { Bullet3List[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); } #endregion #region initialise bullet 4 list for (int i = 0; i < noBullets; i++) { Bullet4List[i] = new Projectile(ammo, new Vector3(5000, 5000, 0), 0.0f, Initial, false, Initial); } #endregion }