/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); devFont = Content.Load<SpriteFont>("Fonts/devFont"); // TODO: use this.Content to load your game content here myTexture = Content.Load<Texture2D>("Graphics/player_ship"); enemyTexture = Content.Load<Texture2D>("Graphics/enemy_ship"); projectileTexture = Content.Load<Texture2D>("Graphics/projectiles"); cloudsTexture = Content.Load<Texture2D>("Graphics/clouds1"); explosionsTexture = Content.Load<Texture2D>("Graphics/explosions"); zeppelinTexture = Content.Load<Texture2D>("Graphics/zeppelin"); blackPixelTexture = Content.Load<Texture2D>("Graphics/BlackPixel"); mainMenuTexture = Content.Load<Texture2D>("Graphics/startScreen"); deathScreenTexture = Content.Load<Texture2D>("Graphics/endScreen"); // FIXME healthTickTexture = Content.Load<Texture2D>("Graphics/healthTick"); powerUpsTexture = Content.Load<Texture2D>("Graphics/powerups"); explosion1 = Content.Load<SoundEffect>("Sfx/explosion1"); gunShot1 = Content.Load<SoundEffect>("Sfx/magnum1"); engineLoop = Content.Load<SoundEffect>("Sfx/engine_loop"); // song to loop: MediaPlayer.IsRepeating = true; MediaPlayer.Play(Content.Load<Song>("Music/taiko_piece")); MediaPlayer.Volume = 1.0f; listOfEntities = new List<Entity>(); listOfExplosions = new List<Entity>(); listOfPowerUps = new List<Entity>(); newEntities = new List<Entity>(); // this isn't necessary right now, but having a List later, esp. when file-names // are drawn from external data, will be very useful. probably want to have a separate // class to deal with texture data & names listOfTextures = new List<Texture2D> { myTexture, enemyTexture, projectileTexture, cloudsTexture, explosionsTexture, zeppelinTexture, blackPixelTexture, healthTickTexture, powerUpsTexture }; // create the full-screen fader for fading in and out (how cinematic!) fader = new Fader(blackPixelTexture, fullScreen); fader.fadeIn(Fader.DEFAULT_FADE_SHIFT); // create our player's ship and assign it: player = new PlayerShip(myTexture); listOfEntities.Add(player); // add the player entity to our global list of entities hudHealthBar = new HealthBar(healthTickTexture, player.GetHealth(), player.GetMaxHealth()); PowerUp tmpPowerUp = new PowerUp(powerUpsTexture, PowerUpType.repair, new Vector2(400, 100)); listOfPowerUps.Add(tmpPowerUp); /* // test enemy -- this should really go elsewhere: EnemyShip tmpEnemy = new EnemyShip(enemyTexture, ShipType.Grey, AIType.Basic, new Vector2(300, 0), this); listOfEntities.Add(tmpEnemy); // make sure to add all entities to our global list! ++numberOfEnemies; zeppBoss = new ZeppelinBoss(zeppelinTexture, new Vector2(0, -100), this); listOfEntities.Add(zeppBoss); */ }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); devFont = Content.Load <SpriteFont>("Fonts/devFont"); // TODO: use this.Content to load your game content here myTexture = Content.Load <Texture2D>("Graphics/player_ship"); enemyTexture = Content.Load <Texture2D>("Graphics/enemy_ship"); projectileTexture = Content.Load <Texture2D>("Graphics/projectiles"); cloudsTexture = Content.Load <Texture2D>("Graphics/clouds1"); explosionsTexture = Content.Load <Texture2D>("Graphics/explosions"); zeppelinTexture = Content.Load <Texture2D>("Graphics/zeppelin"); blackPixelTexture = Content.Load <Texture2D>("Graphics/BlackPixel"); mainMenuTexture = Content.Load <Texture2D>("Graphics/startScreen"); deathScreenTexture = Content.Load <Texture2D>("Graphics/endScreen"); // FIXME healthTickTexture = Content.Load <Texture2D>("Graphics/healthTick"); powerUpsTexture = Content.Load <Texture2D>("Graphics/powerups"); explosion1 = Content.Load <SoundEffect>("Sfx/explosion1"); gunShot1 = Content.Load <SoundEffect>("Sfx/magnum1"); engineLoop = Content.Load <SoundEffect>("Sfx/engine_loop"); // song to loop: MediaPlayer.IsRepeating = true; MediaPlayer.Play(Content.Load <Song>("Music/taiko_piece")); MediaPlayer.Volume = 1.0f; listOfEntities = new List <Entity>(); listOfExplosions = new List <Entity>(); listOfPowerUps = new List <Entity>(); newEntities = new List <Entity>(); // this isn't necessary right now, but having a List later, esp. when file-names // are drawn from external data, will be very useful. probably want to have a separate // class to deal with texture data & names listOfTextures = new List <Texture2D> { myTexture, enemyTexture, projectileTexture, cloudsTexture, explosionsTexture, zeppelinTexture, blackPixelTexture, healthTickTexture, powerUpsTexture }; // create the full-screen fader for fading in and out (how cinematic!) fader = new Fader(blackPixelTexture, fullScreen); fader.fadeIn(Fader.DEFAULT_FADE_SHIFT); // create our player's ship and assign it: player = new PlayerShip(myTexture); listOfEntities.Add(player); // add the player entity to our global list of entities hudHealthBar = new HealthBar(healthTickTexture, player.GetHealth(), player.GetMaxHealth()); PowerUp tmpPowerUp = new PowerUp(powerUpsTexture, PowerUpType.repair, new Vector2(400, 100)); listOfPowerUps.Add(tmpPowerUp); /* // test enemy -- this should really go elsewhere: * EnemyShip tmpEnemy = new EnemyShip(enemyTexture, ShipType.Grey, AIType.Basic, new Vector2(300, 0), this); * * listOfEntities.Add(tmpEnemy); // make sure to add all entities to our global list! ++numberOfEnemies; * * zeppBoss = new ZeppelinBoss(zeppelinTexture, new Vector2(0, -100), this); * * listOfEntities.Add(zeppBoss); */ }