public override void loadState(GameState state, ContentManager content) { this.state = state; TextureLoader.junkSpaceBG = content.Load<Texture2D>("junk\\space-1280x720"); corasprite = content.Load<Texture2D>("junk\\walksheet"); TextureLoader.grayblock = content.Load<Texture2D>("junk\\graysquare"); TextureLoader.redsquare = content.Load<Texture2D>("RealAssets\\redsquare"); this.levelSize.X = 3350; this.levelSize.Y = 720; this.walls.Add(new Wall(new BoundingBox(new Vector3(-34, -2, 0), new Vector3(-1, 740, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(0, 620, 0), new Vector3(1150, 670, 0)), this)); //this.walls.Add(new Wall(new BoundingBox(new Vector3(200, 617, 0), new Vector3(400, 622, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(1100, 570, 0), new Vector3(1950, 620, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(1900, 420, 0), new Vector3(1950, 570, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(2500, 330, 0), new Vector3(3350, 370, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(3300, 0, 0), new Vector3(3350, 330, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(0, 270, 0), new Vector3(650, 320, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(600, 270, 0), new Vector3(650, 420, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(600, 370, 0), new Vector3(1000, 420, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(950, 320, 0), new Vector3(1050, 370, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(1000, 270, 0), new Vector3(1100, 320, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(1050, 220, 0), new Vector3(1150, 270, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(1100, 170, 0), new Vector3(3050, 220, 0)), this)); this.walls.Add(new Wall(new BoundingBox(new Vector3(3000, 0, 0), new Vector3(3050, 170, 0)), this)); this.walls.Add(new Slope(this, new Point(1900, 420), new Point(2500, 330))); //this.walls.Add(new Slope(this, new Point(0, 370), new Point(450, 250))); foreach (LevelBlock w in walls) { w.Sprite = TextureLoader.grayblock; } player = new Player(corasprite, walls, this); objects.Add(player); player.movePlayer(new Point(100, 550)); }
public override void loadState(GameState state, ContentManager content) { this.state = state; TextureLoader.junkSpaceBG = content.Load<Texture2D>("junk\\space-1280x720"); corasprite = content.Load<Texture2D>("junk\\walksheet"); TextureLoader.grayblock = content.Load<Texture2D>("junk\\graysquare"); TextureLoader.redsquare = content.Load<Texture2D>("RealAssets\\redsquare"); levelSize = new Vector2(5000, 3000); walls.Add(new Wall(new BoundingBox(new Vector3(0,1000,0), new Vector3(5000, 1020, 0)), this)); walls.Add(new Wall(new BoundingBox(new Vector3(701, 800, 0), new Vector3(1000, 850, 0)), this)); walls.Add(new Slope(this, new Point(400, 1000), new Point(700, 800))); walls.Add(new MovingPlatform(new BoundingBox(new Vector3(900,800,0), new Vector3(1000,850,0)), this, new Point(900,600), new Point(1000,800), MovingPlatformRotationType.Bouncing, 5, true, true)); foreach (LevelBlock w in walls) { w.Sprite = TextureLoader.grayblock; } player = new Player(corasprite, walls, this); objects.Add(player); }
/// <summary> /// Must be overridden. This method should be called any time this state is loaded into the master game state class. /// This method will handle logic which will initialize the state and prepare it for play. /// </summary> /// <param name="content">The content manager used to load visual assets</param> public virtual void loadState(GameState state, ContentManager content) { this.state = state; }
/// <summary> /// This is called to initialize the state itself, and to load any assets needed through the content manager. /// </summary> public override void loadState(GameState state, ContentManager content) { this.state = state; POSITION_PLAY_GAME = new Vector2(400, 300); POSITION_CREDITS = new Vector2(400, 340); POSITION_OPTIONS = new Vector2(400, 380); POSITION_EXIT = new Vector2(400, 420); POSITION_LEVEL_EDIT = new Vector2(400, 460); bgImage = content.Load<Texture2D>("junk\\menubg"); font = content.Load<SpriteFont>("realassets\\arbonnie"); }
/// <summary> /// This method will load all A/V assets for this state. /// </summary> /// <param name="content">The content manager, to load the assets.</param> public override void loadState(GameState state, ContentManager content) { this.state = state; POSITION_PLAY_GAME = new Vector2(600, 100); POSITION_GO_TO_DATABASE = new Vector2(600, 300); POSITION_EXIT = new Vector2(0, 100); POSITION_GO_TO_OPTIONS = new Vector2(0, 500); background = content.Load<Texture2D>("junk\\junkhub"); playGame = content.Load<Texture2D>("junk\\junkplaygame"); goToDatabase = content.Load<Texture2D>("junk\\junkgotodatabase"); goToOptions = content.Load<Texture2D>("junk\\junkgotooptions"); exit = content.Load<Texture2D>("junk\\junkexitgame"); }
/// <summary> /// This will load the assets for this state /// </summary> /// <param name="content">The content manager to load the assets</param> public override void loadState(GameState state, ContentManager content) { this.state = state; background = content.Load<Texture2D>("junk\\junkoptions"); font = content.Load<SpriteFont>("realassets\\russellsquare"); drawRect = new Rectangle(100, 100, 960, 540); POSITION_RETURN = new Vector2(200, 200); activationState = ActivationState.activating; animator = 0; }
public override void loadState(GameState state, ContentManager C) { this.state = state; this.background = C.Load<Texture2D>("junk\\splash"); }
public override void loadState(GameState state, ContentManager content) { this.state = state; background = content.Load<Texture2D>("junk\\junkcredits"); }
public override void loadState(GameState state, ContentManager content) { this.state = state; importedTextures = new List<Texture2D>(); mOld = Mouse.GetState(); mNew = Mouse.GetState(); TextureLoader.redsquare = content.Load<Texture2D>("realassets\\redsquare"); TextureLoader.cursor = content.Load<Texture2D>("junk\\levelcreatorcursor"); wall = content.Load<Texture2D>("junk\\graysquare"); form = new LevelEditForm(this); Thread formThread = new Thread(new ThreadStart(runForm)); formThread.SetApartmentState(ApartmentState.STA); formThread.Start(); nullPlayer = new Player(null, walls, this); }
public GameTime time; //The GameTime, which includes the time since the game was started, and the time elapsed since last update. #endregion Fields #region Constructors /// <summary> /// Creates a drawPacket. Only one of these is needed per update. /// </summary> /// <param name="s">The master game state</param> /// <param name="t">The GameTime, which includes the time since the game was started, and the time elapsed since last update.</param> /// <param name="c">The sprite batch, which is the tool that actually draws.</param> public drawPacket(GameState s, GameTime t, SpriteBatch c) { state = s; sb = c; time = t; }
public GameTime time; //The GameTime, which includes the time since the game was started, and the time elapsed since last update. #endregion Fields #region Constructors /// <summary> /// Creates a doPacket. Only one of these is needed per update. /// </summary> /// <param name="s">The master game state</param> /// <param name="t">The GameTime, which includes the time since the game was started, and the time elapsed since last update.</param> /// <param name="c">The controller</param> public doPacket(GameState s, GameTime t, Controller c) { state = s; controller = c; time = t; }