//used to reset the game after returning to game menu. is a copy of init and load methods public void Reset() { IsMouseVisible = true; player = new Player(0, 300, 100, 200); damsel = new NPC(200, -390, 50, 100); wincon = new Rectangle(0, 350, 100, 200); //table1 = new Table(1900, 530, 200, 100); //chair1 = new Table(190, 140, 120, 175); //chair2 = new Table(850, -135, 120, 175); house = new House(); font = Content.Load<SpriteFont>("mainFont"); //inistialize the two keyboards kbState = new KeyboardState(); previousState = new KeyboardState(); //makes horizontal ground objects ground1 = new Ground(-400, 625, 3075, 20); ground2 = new Ground(120, 300, 1750, 20); ground3 = new Ground(2100, 300, 550, 20); ground4 = new Ground(390, 30, 2250, 20); ground5 = new Ground(105, -300, 675, 20); ground6 = new Ground(970, -300, 267, 20); ground7 = new Ground(105, -530, 1130, 20); //tables and chairs //ground13 = new Ground(1900, 525, 200, 20); //ground14 = new Ground(205, 230, 90, 20); //ground15 = new Ground(865, -45, 90, 20); //makes vertical ground objects ground8 = new Ground(-15, -500, 20, 1000); ground9 = new Ground(105, -530, 20, 830); ground10 = new Ground(2650, 300, 20, 330); ground11 = new Ground(2630, -450, 20, 750); ground12 = new Ground(1230, -530, 20, 250); //initalizes list of floors glsth = new List<Ground>(); glsth.Add(ground1); glsth.Add(ground2); glsth.Add(ground3); glsth.Add(ground4); glsth.Add(ground5); glsth.Add(ground6); glsth.Add(ground7); //inits list of wall objects glstv = new List<Ground>(); glstv.Add(ground8); glstv.Add(ground9); glstv.Add(ground10); glstv.Add(ground11); glstv.Add(ground12); //glsto = new List<Ground>(); //glsto.Add(ground13); //glsto.Add(ground14); //glsto.Add(ground15); //makes fire objects //first floor fire1 = new Fire(550, 530, 100, 100); fire2 = new Fire(570, 400, 100, 100); //fire3 = new Fire(150, 340, 100, 100); fire4 = new Fire(750, 320, 100, 100); fire5 = new Fire(1150, 400, 100, 100); fire6 = new Fire(900, 430, 100, 100); fire7 = new Fire(1280, 350, 100, 100); fire8 = new Fire(1620, 530, 100, 100); fire9 = new Fire(1710, 530, 100, 100); fire10 = new Fire(1670, 430, 100, 100); fire11 = new Fire(1800, 530, 100, 100); fire12 = new Fire(1700, 330, 100, 100); fire13 = new Fire(2200, 530, 100, 100); fire14 = new Fire(2100, 450, 100, 100); fire15 = new Fire(2180, 370, 100, 100); fire16 = new Fire(2580, 430, 100, 100); fire17 = new Fire(2520, 530, 100, 100); //second floor fire18 = new Fire(2520, 210, 100, 100); fire19 = new Fire(2420, 210, 100, 100); fire20 = new Fire(2180, 100, 100, 100); fire21 = new Fire(1650, 110, 100, 100); fire22 = new Fire(1400, 100, 100, 100); fire23 = new Fire(1250, 210, 100, 100); fire24 = new Fire(1090, 180, 100, 100); fire25 = new Fire(950, 80, 100, 100); fire26 = new Fire(830, 115, 100, 100); fire27 = new Fire(700, 120, 100, 100); fire28 = new Fire(550, 210, 100, 100); fire29 = new Fire(790, 210, 100, 100); fire30 = new Fire(240, 95, 100, 100); //third floor fire31 = new Fire(420, -125, 100, 100); fire32 = new Fire(750, -60, 100, 100); fire33 = new Fire(850, -60, 100, 100); fire34 = new Fire(2520, -60, 100, 100); fire35 = new Fire(2400, -320, 100, 100); //forth floor fire36 = new Fire(1130, -390, 100, 100); fire37 = new Fire(1020, -450, 100, 100); fire38 = new Fire(1120, -500, 100, 100); fire39 = new Fire(720, -390, 100, 100); fire40 = new Fire(460, -450, 100, 100); fire41 = new Fire(520, -500, 100, 100); //initalizes fire list flst = new List<Fire>(); flst.Add(fire1); flst.Add(fire2); //flst.Add(fire3); flst.Add(fire4); flst.Add(fire5); flst.Add(fire6); flst.Add(fire7); flst.Add(fire8); flst.Add(fire9); flst.Add(fire10); flst.Add(fire11); flst.Add(fire12); flst.Add(fire13); flst.Add(fire14); flst.Add(fire15); flst.Add(fire16); flst.Add(fire17); flst.Add(fire18); flst.Add(fire19); flst.Add(fire20); flst.Add(fire21); flst.Add(fire22); flst.Add(fire23); flst.Add(fire24); flst.Add(fire25); flst.Add(fire26); flst.Add(fire27); flst.Add(fire28); flst.Add(fire29); flst.Add(fire30); flst.Add(fire31); flst.Add(fire32); flst.Add(fire33); flst.Add(fire34); flst.Add(fire35); flst.Add(fire36); flst.Add(fire37); flst.Add(fire38); flst.Add(fire39); flst.Add(fire40); flst.Add(fire41); //sets camera vector camera = new Vector2(0, 0); menuRec = new Rectangle(0, 0, 1500, 900); //using external tool to change the color of the fire StreamReader ss = new StreamReader("Color.txt"); string line = ss.ReadLine(); if (line == "green") { foreach (Fire f in flst) { f.color = Color.Green; } } else if (line == "blue") { foreach (Fire f in flst) { f.color = Color.Blue; } } else if (line == "pink") { foreach (Fire f in flst) { f.color = Color.DeepPink; } } else if (line == "purple") { foreach (Fire f in flst) { f.color = Color.BlueViolet; } } else if (line == "gray") { foreach (Fire f in flst) { f.color = Color.SlateGray; } } else if (line == "red") { foreach (Fire f in flst) { f.color = Color.IndianRed; } } ss.Close(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //sets the self explained textures playerTexture = Content.Load<Texture2D>("sprite"); npcTexture = Content.Load<Texture2D>("person"); groundTexture = Content.Load<Texture2D>("ground"); fireTexture = Content.Load<Texture2D>("Enemy"); waterTex = Content.Load<Texture2D>("Water_1"); menuTexture = Content.Load<Texture2D>("menu"); paused = Content.Load<Texture2D>("paused"); gameover = Content.Load<Texture2D>("gameover"); won = Content.Load<Texture2D>("victory"); instructions = Content.Load<Texture2D>("instructions"); chairTexture = Content.Load<Texture2D>("chair"); tableTexture = Content.Load<Texture2D>("table"); //sets the textures background = Content.Load<Texture2D>("house2x"); house.texture = background; player.Tex = playerTexture; player.waterTex = waterTex; foreach (Ground g in glsth) { g.texture = groundTexture; } foreach (Ground g in glstv) { g.texture = groundTexture; } //foreach (Ground g in glsto) //{ // g.texture = groundTexture; //} foreach (Fire f in flst) { f.FireTexture = fireTexture; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { IsMouseVisible = true; player = new Player(0,300,100,200); damsel = new NPC(200, -390, 50, 100); wincon = new Rectangle(0, 350, 100, 200); //table1 = new Table(1900, 530, 200, 100); //chair1 = new Table(190, 140, 120, 175); //chair2 = new Table(850, -135, 120, 175); house = new House(); font = Content.Load<SpriteFont>("mainFont"); //inistialize the two keyboards kbState = new KeyboardState(); previousState = new KeyboardState(); //makes horizontal ground objects ground1 = new Ground(-400, 625, 3075, 20); ground2 = new Ground(105, 300, 1750, 20); ground3 = new Ground(2100, 300, 550, 20); ground4 = new Ground(390, 30, 2250, 20); ground5 = new Ground(105, -300, 675, 20); ground6 = new Ground(970, -300, 267, 20); ground7 = new Ground(105, -530, 1130, 20); //makes vertical ground objects ground8 = new Ground(-10, -500, 20, 1000); ground9 = new Ground(105, -530, 20, 830); ground10 = new Ground(2650, 300, 20, 330); ground11 = new Ground(2630, -450, 20, 750); ground12 = new Ground(1230, -530, 20, 250); //initalizes list of floors glsth = new List<Ground>(); glsth.Add(ground1); glsth.Add(ground2); glsth.Add(ground3); glsth.Add(ground4); glsth.Add(ground5); glsth.Add(ground6); glsth.Add(ground7); //inits list of walls glstv = new List<Ground>(); glstv.Add(ground8); glstv.Add(ground9); glstv.Add(ground10); glstv.Add(ground11); glstv.Add(ground12); //makes fire objects //first floor fire1 = new Fire(550, 530, 100, 100); fire2 = new Fire(570, 400, 100, 100); fire3 = new Fire(150, 300, 100, 100); fire4 = new Fire(750, 320, 100, 100); fire5 = new Fire(1150, 400, 100, 100); fire6 = new Fire(900, 430, 100, 100); fire7 = new Fire(1280, 350, 100, 100); fire8 = new Fire(1620, 530, 100, 100); fire9 = new Fire(1710, 530, 100, 100); fire10 = new Fire(1670, 430, 100, 100); fire11 = new Fire(1800, 530, 100, 100); fire12 = new Fire(1700, 330, 100, 100); fire13 = new Fire(2200, 530, 100, 100); fire14 = new Fire(2100, 450, 100, 100); fire15 = new Fire(2180, 370, 100, 100); fire16 = new Fire(2580, 430, 100, 100); fire17 = new Fire(2520, 530, 100, 100); //second floor fire18 = new Fire(2520, 210, 100, 100); fire19 = new Fire(2420, 210, 100, 100); fire20 = new Fire(2180, 100, 100, 100); fire21 = new Fire(1650, 110, 100, 100); fire22 = new Fire(1400, 100, 100, 100); fire23 = new Fire(1250, 210, 100, 100); fire24 = new Fire(1090, 180, 100, 100); fire25 = new Fire(950, 80, 100, 100); fire26 = new Fire(830, 115, 100, 100); fire27 = new Fire(700, 120, 100, 100); fire28 = new Fire(550, 210, 100, 100); fire29 = new Fire(790, 210, 100, 100); fire30 = new Fire(240, 95, 100, 100); //third floor fire31 = new Fire(420, -125, 100, 100); fire32 = new Fire(750, -60, 100, 100); fire33 = new Fire(850, -60, 100, 100); fire34 = new Fire(2520, -60, 100, 100); fire35 = new Fire(2400, -320, 100, 100); //forth floor fire36 = new Fire(1130, -390, 100, 100); fire37 = new Fire(1020, -450, 100, 100); fire38 = new Fire(1120, -500, 100, 100); fire39 = new Fire(720, -390, 100, 100); fire40 = new Fire(460, -450, 100, 100); fire41 = new Fire(520, -500, 100, 100); //initalizes fire list flst = new List<Fire>(); flst.Add(fire1); flst.Add(fire2); flst.Add(fire3); flst.Add(fire4); flst.Add(fire5); flst.Add(fire6); flst.Add(fire7); flst.Add(fire8); flst.Add(fire9); flst.Add(fire10); flst.Add(fire11); flst.Add(fire12); flst.Add(fire13); flst.Add(fire14); flst.Add(fire15); flst.Add(fire16); flst.Add(fire17); flst.Add(fire18); flst.Add(fire19); flst.Add(fire20); flst.Add(fire21); flst.Add(fire22); flst.Add(fire23); flst.Add(fire24); flst.Add(fire25); flst.Add(fire26); flst.Add(fire27); flst.Add(fire28); flst.Add(fire29); flst.Add(fire30); flst.Add(fire31); flst.Add(fire32); flst.Add(fire33); flst.Add(fire34); flst.Add(fire35); flst.Add(fire36); flst.Add(fire37); flst.Add(fire38); flst.Add(fire39); flst.Add(fire40); flst.Add(fire41); //sets camera vector camera = new Vector2(0, 0); menuRec = new Rectangle(0, 0, 1500, 900); //sets screen size graphics.PreferredBackBufferWidth = 1500; graphics.PreferredBackBufferHeight = 900; graphics.ApplyChanges(); //using external tool to change the color of the fire StreamReader ss = new StreamReader("Color.txt"); string line = ss.ReadLine(); if (line == "green") { foreach (Fire f in flst) { f.color = Color.Green; } } else if (line == "blue") { foreach (Fire f in flst) { f.color = Color.Blue; } } else if (line == "pink") { foreach (Fire f in flst) { f.color = Color.DeepPink; } } else if (line == "purple") { foreach (Fire f in flst) { f.color = Color.BlueViolet; } } else if (line == "gray") { foreach (Fire f in flst) { f.color = Color.SlateGray; } } else if (line == "red") { foreach (Fire f in flst) { f.color = Color.IndianRed; } } ss.Close(); base.Initialize(); }