public static void Initialize() { audioEngine = new AudioEngine(@"Content\audio\AudioProject.xgs"); soundBank = new SoundBank(audioEngine, @"Content\audio\SoundBank.xsb"); waveBank = new WaveBank(audioEngine, @"Content\audio\WaveBank.xwb"); soundCategory = audioEngine.GetCategory("Sound"); moveLoop1 = soundBank.GetCue("move_loop_1"); moveLoop2 = soundBank.GetCue("move_loop_2"); moveLoop3 = soundBank.GetCue("move_loop_3"); }
public void Initialize() { audioEngine = new AudioEngine(@"Content\Audio\FoodFightNow.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\GameMusic.xsb"); _GameOver = soundBank.GetCue("GameOver"); _Background = soundBank.GetCue("Background"); _Background.Play(); _EndPlay = false; _NextLevel = soundBank.GetCue("NextLevel"); _NextLevelSound = false; _Victory = soundBank.GetCue("Victory"); _VictorySound = false; }
public FieldPong() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0; graphics.SynchronizeWithVerticalRetrace = true; physicsSimulator = new PhysicsSimulator(new Vector2(0)); physicsSimulator.AllowedPenetration = 0.3f; physicsSimulator.BiasFactor = 1.0f; Services.AddService(typeof(PhysicsSimulator), physicsSimulator); screenManager = new ScreenManager(this); Components.Add(screenManager); bloomProcessor = new BloomPostProcessor(this); Components.Add(bloomProcessor); // Uncomment this to monitor the FPS: //fpsCounter = new FrameRateCounter(this); //Components.Add(fpsCounter); audioEngine = new AudioEngine("Content\\Audio\\FieldPongAudio.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb"); backgroundMusic = soundBank.GetCue("GameSong0010 16 Bit"); backgroundMusic.Play(); }
public AudioManager(MyGame game) : base(game) { myGame = game; events = new List<Event>(); game.mediator.register(this, MyEvent.C_ATTACK_BULLET_END, MyEvent.M_BITE, MyEvent.G_NextLevel, MyEvent.G_GameOver,MyEvent.M_HIT); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Cowboy"); levelCompleteCue = soundBank.GetCue("LevelComplete"); trackCue.Play(); trackCue.Pause(); }
public DefenderMusic( SoundBank sounds, AudioEngine engine ) { mSounds = sounds; mEngine = engine; mMusic = sounds.GetCue( "stage_music" ); mMusicName = mMusic.Name; mVolume = 1.0f; mMusic.Play(); }
public EffectPlayer(AudioEngine audioEngine, TowerAudioEngine tae) { this.towerAudioEngine = tae; this.audioEngine = audioEngine; soundBank = new SoundBank(audioEngine, "Content/Effect Sound.xsb"); App.Instance.Model.AddPlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnAddPlayer); App.Instance.Model.RemovePlayer += new EventHandler<SurfaceTower.Model.EventArguments.PlayerArgs>(OnRemovePlayer); App.Instance.Model.NewEnemy += new EventHandler<SurfaceTower.Model.EventArguments.EnemyArgs>(OnNewEnemy); App.Instance.Model.Tower.ZeroHealth += new EventHandler(Tower_ZeroHealth); heartbeatCue = soundBank.GetCue("Hearbeat"); introCue = soundBank.GetCue("Intro"); introCue.Play(); firstPlayerHasJoined = false; }
public XactBgm(SoundBank soundBank, WaveBank waveBank, string cueName) { sb = soundBank; wb = waveBank ; this.cueName = cueName; cue = sb.GetCue(cueName); }
public Music(SoundBank sounds, AudioEngine engine) { this.sounds = sounds; this.engine = engine; music = sounds.GetCue("stage_music"); musicName = music.Name; volume = 1.0f; music.Play(); }
internal void LoadContent() { //Loads the audioengine, wavebank and soundbank engine = new AudioEngine(@"Content/Audio/GameAudio.xgs"); sound = new SoundBank(engine, @"Content/Audio/Sound Bank.xsb"); wave = new WaveBank(engine, @"Content/Audio/Wave Bank.xwb"); trackCue = sound.GetCue(songTitle); trackCue.Play(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); audioEngine = new AudioEngine("Content/test.xgs"); soundBank = new SoundBank(audioEngine,"Content/Sound Bank.xsb"); waveBank = new WaveBank(audioEngine,"Content/Wave Bank.xwb"); soundBank.GetCue("ak47").Play(); }
private SoundManager() { _audioEngine = new AudioEngine("Content/Sounds/TetrisGame.xgs"); _waveBank = new WaveBank(_audioEngine, "Content/Sounds/WaveBank.xwb"); _soundBank = new SoundBank(_audioEngine, "Content/Sounds/SoundBank.xsb"); _audioEngine.Update(); _currentMusic = _soundBank.GetCue("m_Silence"); _currentMusic.Stop(AudioStopOptions.Immediate); _currentSounds = new Cue[20]; SetMusicVolume(100); SetSoundVolume(100); }
public void LoadContent() { engine = new AudioEngine("Content\\Audio\\ButterflyAudio.xgs"); waveBank = new WaveBank(engine, "Content\\Audio\\Waves.xwb"); soundBank = new SoundBank(engine, "Content\\Audio\\Sounds.xsb"); BackgroundMusic = soundBank.GetCue("478503_PlayfulStrollJoyfulOboeMorganCut"); Birdsong = soundBank.GetCue("157536__juskiddink__woodland-birdsong-june"); BackgroundMusic.Play(); Birdsong.Play(); Butterfly.ButterflyTextures = new Texture2D[Enum.GetNames(typeof(Butterfly.ButterflyColors)).Length]; for (int i = 0; i < Butterfly.ButterflyTextures.Length; i++) { Butterfly.ButterflyTextures[i] = SingleColorTextureCreator.Create(myGame.GraphicsDevice, 256, 256, (Butterfly.ButterflyColors)(i)); } player.LoadContent(content); currentLevel.LoadContent(content, myGame.GraphicsDevice.Viewport); //debug code sb = myGame.Services.GetService(typeof(SpriteBatch)) as SpriteBatch; }
public override void Initialize() { audioEngine = new AudioEngine("Content\\InvadersAudio.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb"); if (gameSong == null) { gameSong = soundBank.GetCue("in game"); } if (menuSong == null) { menuSong = soundBank.GetCue("Menu"); } if (deathSong == null) { deathSong = soundBank.GetCue("Death"); } }
public override void Initialize() { base.Initialize(); m_AudioEngine = new AudioEngine(@"Content\Audio\GameSounds.xgs"); m_WaveBank = new WaveBank(m_AudioEngine, @"Content\Audio\Wave Bank.xwb"); m_SoundBank = new SoundBank(m_AudioEngine, @"Content\Audio\Sound Bank.xsb"); m_MusicCategory = m_AudioEngine.GetCategory("Music"); m_EffectsCategory = m_AudioEngine.GetCategory("Default"); // r_Factory.SetSoundBank(m_SoundBank); m_Music = m_SoundBank.GetCue("BGMusic"); m_Music.Play(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load the XACT data audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); // Start the soundtrack audio trackCue = soundBank.GetCue("track"); trackCue.Play(); // Play the start sound soundBank.PlayCue("start"); }
public AudioManager() { engine = new AudioEngine("Content/Sound/XACT Sound File.xgs"); waves = new WaveBank(engine, "Content/Sound/Wave Bank.xwb"); sounds = new SoundBank(engine, "Content/Sound/Sound Bank.xsb"); soundEffectCategory = engine.GetCategory("Sound Effect"); soundEffectCategory.SetVolume(sfxVolume); backgroundMusicCategory = engine.GetCategory("Music"); backgroundMusicCategory.SetVolume(backgroundVolume); //the default gun sound was much too loud, so I created its own category to set the //volume for only that sound gunshotCategory = engine.GetCategory("Gunshot"); gunshotCategory.SetVolume(gunshotVolume); Cue startSplashMusic = sounds.GetCue("Drum n Bass D Coexistant"); playFirstBackgroundMusic(startSplashMusic); }
/// <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() { base.Initialize(); Root.DisplayManager.WindowTitle = "Audio Test"; sceneGraph = new gxtSceneGraph(); Content.RootDirectory = "Content"; audioEngine = new AudioEngine("Content\\Audio\\gxt_test_sounds.xgs"); soundBank = new SoundBank(audioEngine, "Content\\Audio\\gxt_test_sound_bank.xsb"); waveBank = new WaveBank(audioEngine, "Content\\Audio\\gxt_test_wave_bank.xwb"); audioEngine.Update(); Cue cue = soundBank.GetCue("park_1"); cue.Play(); if (gxtDebugDrawer.SingletonIsInitialized) { debugDrawerId = gxtDebugDrawer.Singleton.GetNewId(); gxtDebugDrawer.Singleton.AddSceneGraph(debugDrawerId, sceneGraph); gxtDebugDrawer.Singleton.CurrentSceneId = debugDrawerId; //gxtDebugDrawer.Singleton.SetTargetDrawManager(world.DrawManager); gxtDebugDrawer.Singleton.DebugFont = Content.Load<SpriteFont>("Fonts\\debug_font"); //gxtDebugDrawer.Singleton.SetDebugFont(Root); } }
public override bool Init() { clavier = new KeyboardState(); clavier_prec = Keyboard.GetState(); spriteBatch = new SpriteBatch(graphics.GraphicsDevice); texte = Content.Load<SpriteFont>("Polices/menu"); image_succes = Content.Load<Texture2D>("Images/BackGround_GAGNER"); metal_tex = Content.Load<Texture2D>("Images/blanc"); // Sons et musiques Audio = new AudioEngine("Content/Musiques/ambiance.xgs"); // Chargement des banques BanqueSon = new SoundBank(Audio, "Content/Musiques/Sound Bank.xsb"); BanqueWave = new WaveBank(Audio, "Content/Musiques/Wave Bank.xwb"); musique_victoire = BanqueSon.GetCue("musique_victoire"); son_menu_validation = "menu_validation"; musique_victoire.Play(); Audio.Update(); return base.Init(); }
public static void LoadSounds(ContentManager content) { _audioEngine = new AudioEngine(content.RootDirectory + "//BomberbroAudio.xgs"); _waveBankTheme = new WaveBank(_audioEngine, content.RootDirectory + "//Theme.xwb"); _soundBankTheme = new SoundBank(_audioEngine, content.RootDirectory + "//Theme.xsb"); _waveBankSoundEffect = new WaveBank(_audioEngine, content.RootDirectory + "//SoundEffects.xwb"); _soundBankSoundEffect = new SoundBank(_audioEngine, content.RootDirectory + "//SoundEffect.xsb"); _currentSong = _soundBankTheme.GetCue("Theme"); _explosion2 = _soundBankSoundEffect.GetCue("Explosion 2"); _cancel1 = _soundBankSoundEffect.GetCue("Cancel 1"); _cancel2 = _soundBankSoundEffect.GetCue("Cancel 2"); _collision1 = _soundBankSoundEffect.GetCue("Collision 1"); _collision2 = _soundBankSoundEffect.GetCue("Collision 2"); _completeDead = _soundBankSoundEffect.GetCue("Complete-Dead"); _explosion1 = _soundBankSoundEffect.GetCue("Explosion 1"); _hit = _soundBankSoundEffect.GetCue("Hit"); _marioCoin = _soundBankSoundEffect.GetCue("Mario Coin"); _randomMelody1 = _soundBankSoundEffect.GetCue("Random Melody 1"); _randomMelody2 = _soundBankSoundEffect.GetCue("Random Melody 2"); _sfx1 = _soundBankSoundEffect.GetCue("SFX1"); _thumbMove1 = _soundBankSoundEffect.GetCue("ThumbMove 1"); MusicVolume = 0.5f; MusicPitch = 0.5f; _audioEngine.GetCategory("Music").SetVolume(_musicVolume); _currentSong.SetVariable("Pitch", _musicPitch); }
protected override void LoadContent() { AudioEngine = new AudioEngine(@"Content\audio\GameAudio.xgs"); WaveBank = new WaveBank(AudioEngine, @"Content\audio\Wave Bank.xwb"); SoundBank = new SoundBank(AudioEngine, @"Content\audio\Sound Bank.xsb"); var w = new WorldGrid(); BasicManager.AddBasic(w); var p = new PlayerModel{Position = new Vector3(0,0,0)}; BasicManager.AddBasic(p); var e = new SimpleEnemy {Position = new Vector3(-10, 2, 10)}; BasicManager.AddBasic(e); Camera.Following = p; TrackCue = SoundBank.GetCue("music"); TrackCue.Play(); StateManager.StupidLoadContent(); }
/// <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); crosshairTexture = Content.Load<Texture2D>(@"textures\spaceship_cockpit"); powerUpFont = Content.Load<SpriteFont>(@"fonts\PowerUpFont"); //Load sound audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue = soundBank.GetCue("Tracks"); trackCue.Play(); //load score font scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont"); // TODO: use this.Content to load your game content here }
/// <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); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); trackCue1 = soundBank.GetCue("track"); trackCue = soundBank.GetCue("start"); trackCue.Play(); trackCue1.Play(); //saviour = Content.Load<Texture2D>(@"Images\saviour"); // TODO: use this.Content to load your game content here }
protected override void LoadContent() { try { engine = new AudioEngine(@"Content\TerrariaMusic.xgs"); soundBank = new Microsoft.Xna.Framework.Audio.SoundBank(engine, @"Content\Sound Bank.xsb"); waveBank = new Microsoft.Xna.Framework.Audio.WaveBank(engine, @"Content\Wave Bank.xwb"); for (int num = 1; num < 14; num++) { music[num] = soundBank.GetCue("Music_" + num); } soundMech[0] = base.Content.Load<SoundEffect>(@"Sounds\Mech_0"); soundInstanceMech[0] = soundMech[0].CreateInstance(); soundGrab = base.Content.Load<SoundEffect>(@"Sounds\Grab"); soundInstanceGrab = soundGrab.CreateInstance(); soundPixie = base.Content.Load<SoundEffect>(@"Sounds\Pixie"); soundInstancePixie = soundGrab.CreateInstance(); soundDig[0] = base.Content.Load<SoundEffect>(@"Sounds\Dig_0"); soundInstanceDig[0] = soundDig[0].CreateInstance(); soundDig[1] = base.Content.Load<SoundEffect>(@"Sounds\Dig_1"); soundInstanceDig[1] = soundDig[1].CreateInstance(); soundDig[2] = base.Content.Load<SoundEffect>(@"Sounds\Dig_2"); soundInstanceDig[2] = soundDig[2].CreateInstance(); soundTink[0] = base.Content.Load<SoundEffect>(@"Sounds\Tink_0"); soundInstanceTink[0] = soundTink[0].CreateInstance(); soundTink[1] = base.Content.Load<SoundEffect>(@"Sounds\Tink_1"); soundInstanceTink[1] = soundTink[1].CreateInstance(); soundTink[2] = base.Content.Load<SoundEffect>(@"Sounds\Tink_2"); soundInstanceTink[2] = soundTink[2].CreateInstance(); soundPlayerHit[0] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_0"); soundInstancePlayerHit[0] = soundPlayerHit[0].CreateInstance(); soundPlayerHit[1] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_1"); soundInstancePlayerHit[1] = soundPlayerHit[1].CreateInstance(); soundPlayerHit[2] = base.Content.Load<SoundEffect>(@"Sounds\Player_Hit_2"); soundInstancePlayerHit[2] = soundPlayerHit[2].CreateInstance(); soundFemaleHit[0] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_0"); soundInstanceFemaleHit[0] = soundFemaleHit[0].CreateInstance(); soundFemaleHit[1] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_1"); soundInstanceFemaleHit[1] = soundFemaleHit[1].CreateInstance(); soundFemaleHit[2] = base.Content.Load<SoundEffect>(@"Sounds\Female_Hit_2"); soundInstanceFemaleHit[2] = soundFemaleHit[2].CreateInstance(); soundPlayerKilled = base.Content.Load<SoundEffect>(@"Sounds\Player_Killed"); soundInstancePlayerKilled = soundPlayerKilled.CreateInstance(); soundChat = base.Content.Load<SoundEffect>(@"Sounds\Chat"); soundInstanceChat = soundChat.CreateInstance(); soundGrass = base.Content.Load<SoundEffect>(@"Sounds\Grass"); soundInstanceGrass = soundGrass.CreateInstance(); soundDoorOpen = base.Content.Load<SoundEffect>(@"Sounds\Door_Opened"); soundInstanceDoorOpen = soundDoorOpen.CreateInstance(); soundDoorClosed = base.Content.Load<SoundEffect>(@"Sounds\Door_Closed"); soundInstanceDoorClosed = soundDoorClosed.CreateInstance(); soundMenuTick = base.Content.Load<SoundEffect>(@"Sounds\Menu_Tick"); soundInstanceMenuTick = soundMenuTick.CreateInstance(); soundMenuOpen = base.Content.Load<SoundEffect>(@"Sounds\Menu_Open"); soundInstanceMenuOpen = soundMenuOpen.CreateInstance(); soundMenuClose = base.Content.Load<SoundEffect>(@"Sounds\Menu_Close"); soundInstanceMenuClose = soundMenuClose.CreateInstance(); soundShatter = base.Content.Load<SoundEffect>(@"Sounds\Shatter"); soundInstanceShatter = soundShatter.CreateInstance(); soundZombie[0] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_0"); soundInstanceZombie[0] = soundZombie[0].CreateInstance(); soundZombie[1] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_1"); soundInstanceZombie[1] = soundZombie[1].CreateInstance(); soundZombie[2] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_2"); soundInstanceZombie[2] = soundZombie[2].CreateInstance(); soundZombie[3] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_3"); soundInstanceZombie[3] = soundZombie[3].CreateInstance(); soundZombie[4] = base.Content.Load<SoundEffect>(@"Sounds\Zombie_4"); soundInstanceZombie[4] = soundZombie[4].CreateInstance(); soundRoar[0] = base.Content.Load<SoundEffect>(@"Sounds\Roar_0"); soundInstanceRoar[0] = soundRoar[0].CreateInstance(); soundRoar[1] = base.Content.Load<SoundEffect>(@"Sounds\Roar_1"); soundInstanceRoar[1] = soundRoar[1].CreateInstance(); soundSplash[0] = base.Content.Load<SoundEffect>(@"Sounds\Splash_0"); soundInstanceSplash[0] = soundRoar[0].CreateInstance(); soundSplash[1] = base.Content.Load<SoundEffect>(@"Sounds\Splash_1"); soundInstanceSplash[1] = soundSplash[1].CreateInstance(); soundDoubleJump = base.Content.Load<SoundEffect>(@"Sounds\Double_Jump"); soundInstanceDoubleJump = soundRoar[0].CreateInstance(); soundRun = base.Content.Load<SoundEffect>(@"Sounds\Run"); soundInstanceRun = soundRun.CreateInstance(); soundCoins = base.Content.Load<SoundEffect>(@"Sounds\Coins"); soundInstanceCoins = soundCoins.CreateInstance(); soundUnlock = base.Content.Load<SoundEffect>(@"Sounds\Unlock"); soundInstanceUnlock = soundUnlock.CreateInstance(); soundMaxMana = base.Content.Load<SoundEffect>(@"Sounds\MaxMana"); soundInstanceMaxMana = soundMaxMana.CreateInstance(); soundDrown = base.Content.Load<SoundEffect>(@"Sounds\Drown"); soundInstanceDrown = soundDrown.CreateInstance(); for (int num2 = 1; num2 < 0x26; num2++) { soundItem[num2] = base.Content.Load<SoundEffect>(@"Sounds\Item_" + num2); soundInstanceItem[num2] = soundItem[num2].CreateInstance(); } for (int num3 = 1; num3 < 12; num3++) { soundNPCHit[num3] = base.Content.Load<SoundEffect>(@"Sounds\NPC_Hit_" + num3); soundInstanceNPCHit[num3] = soundNPCHit[num3].CreateInstance(); } for (int num4 = 1; num4 < 0x10; num4++) { soundNPCKilled[num4] = base.Content.Load<SoundEffect>(@"Sounds\NPC_Killed_" + num4); soundInstanceNPCKilled[num4] = soundNPCKilled[num4].CreateInstance(); } } catch { musicVolume = 0f; soundVolume = 0f; } reforgeTexture = base.Content.Load<Texture2D>(@"Images\Reforge"); timerTexture = base.Content.Load<Texture2D>(@"Images\Timer"); wofTexture = base.Content.Load<Texture2D>(@"Images\WallOfFlesh"); wallOutlineTexture = base.Content.Load<Texture2D>(@"Images\Wall_Outline"); raTexture = base.Content.Load<Texture2D>(@"Images\ra-logo"); reTexture = base.Content.Load<Texture2D>(@"Images\re-logo"); splashTexture = base.Content.Load<Texture2D>(@"Images\splash"); fadeTexture = base.Content.Load<Texture2D>(@"Images\fade-out"); ghostTexture = base.Content.Load<Texture2D>(@"Images\Ghost"); evilCactusTexture = base.Content.Load<Texture2D>(@"Images\Evil_Cactus"); goodCactusTexture = base.Content.Load<Texture2D>(@"Images\Good_Cactus"); wraithEyeTexture = base.Content.Load<Texture2D>(@"Images\Wraith_Eyes"); MusicBoxTexture = base.Content.Load<Texture2D>(@"Images\Music_Box"); wingsTexture[1] = base.Content.Load<Texture2D>(@"Images\Wings_1"); wingsTexture[2] = base.Content.Load<Texture2D>(@"Images\Wings_2"); destTexture[0] = base.Content.Load<Texture2D>(@"Images\Dest1"); destTexture[1] = base.Content.Load<Texture2D>(@"Images\Dest2"); destTexture[2] = base.Content.Load<Texture2D>(@"Images\Dest3"); wireTexture = base.Content.Load<Texture2D>(@"Images\Wires"); loTexture = base.Content.Load<Texture2D>(@"Images\logo_" + rand.Next(1, 7)); this.spriteBatch = new SpriteBatch(base.GraphicsDevice); for (int i = 1; i < 2; i++) { bannerTexture[i] = base.Content.Load<Texture2D>(@"Images\House_Banner_" + i); } for (int j = 0; j < 12; j++) { npcHeadTexture[j] = base.Content.Load<Texture2D>(@"Images\NPC_Head_" + j); } for (int k = 0; k < maxTileSets; k++) //CHANGED: orig 150 { tileTexture[k] = base.Content.Load<Texture2D>(@"Images\Tiles_" + k); } for (int m = 1; m < 0x20; m++) { wallTexture[m] = base.Content.Load<Texture2D>(@"Images\Wall_" + m); } for (int n = 1; n < 40; n++) { buffTexture[n] = base.Content.Load<Texture2D>(@"Images\Buff_" + n); } for (int num10 = 0; num10 < 0x20; num10++) { backgroundTexture[num10] = base.Content.Load<Texture2D>(@"Images\Background_" + num10); backgroundWidth[num10] = backgroundTexture[num10].Width; backgroundHeight[num10] = backgroundTexture[num10].Height; } for (int num11 = 0; num11 < maxItemTypes; num11++) //CHANGED, orig 0x25b { itemTexture[num11] = base.Content.Load<Texture2D>(@"Images\Item_" + num11); } for (int num12 = 0; num12 < 0x93; num12++) { npcTexture[num12] = base.Content.Load<Texture2D>(@"Images\NPC_" + num12); } for (int num13 = 0; num13 < 0x93; num13++) { NPC npc = new NPC(); npc.SetDefaults(num13, -1f); npcName[num13] = npc.name; } for (int num14 = 0; num14 < 0x6f; num14++) { projectileTexture[num14] = base.Content.Load<Texture2D>(@"Images\Projectile_" + num14); } for (int num15 = 1; num15 < 160; num15++) { goreTexture[num15] = base.Content.Load<Texture2D>(@"Images\Gore_" + num15); } for (int num16 = 0; num16 < 4; num16++) { cloudTexture[num16] = base.Content.Load<Texture2D>(@"Images\Cloud_" + num16); } for (int num17 = 0; num17 < 5; num17++) { starTexture[num17] = base.Content.Load<Texture2D>(@"Images\Star_" + num17); } for (int num18 = 0; num18 < 2; num18++) { liquidTexture[num18] = base.Content.Load<Texture2D>(@"Images\Liquid_" + num18); } npcToggleTexture[0] = base.Content.Load<Texture2D>(@"Images\House_1"); npcToggleTexture[1] = base.Content.Load<Texture2D>(@"Images\House_2"); HBLockTexture[0] = base.Content.Load<Texture2D>(@"Images\Lock_0"); HBLockTexture[1] = base.Content.Load<Texture2D>(@"Images\Lock_1"); gridTexture = base.Content.Load<Texture2D>(@"Images\Grid"); trashTexture = base.Content.Load<Texture2D>(@"Images\Trash"); cdTexture = base.Content.Load<Texture2D>(@"Images\CoolDown"); logoTexture = base.Content.Load<Texture2D>(@"Images\Logo"); logo2Texture = base.Content.Load<Texture2D>(@"Images\Logo2"); logo3Texture = base.Content.Load<Texture2D>(@"Images\Logo3"); dustTexture = base.Content.Load<Texture2D>(@"Images\Dust"); sunTexture = base.Content.Load<Texture2D>(@"Images\Sun"); sun2Texture = base.Content.Load<Texture2D>(@"Images\Sun2"); moonTexture = base.Content.Load<Texture2D>(@"Images\Moon"); blackTileTexture = base.Content.Load<Texture2D>(@"Images\Black_Tile"); heartTexture = base.Content.Load<Texture2D>(@"Images\Heart"); bubbleTexture = base.Content.Load<Texture2D>(@"Images\Bubble"); manaTexture = base.Content.Load<Texture2D>(@"Images\Mana"); cursorTexture = base.Content.Load<Texture2D>(@"Images\Cursor"); ninjaTexture = base.Content.Load<Texture2D>(@"Images\Ninja"); antLionTexture = base.Content.Load<Texture2D>(@"Images\AntlionBody"); spikeBaseTexture = base.Content.Load<Texture2D>(@"Images\Spike_Base"); treeTopTexture[0] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_0"); treeBranchTexture[0] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_0"); treeTopTexture[1] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_1"); treeBranchTexture[1] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_1"); treeTopTexture[2] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_2"); treeBranchTexture[2] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_2"); treeTopTexture[3] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_3"); treeBranchTexture[3] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_3"); treeTopTexture[4] = base.Content.Load<Texture2D>(@"Images\Tree_Tops_4"); treeBranchTexture[4] = base.Content.Load<Texture2D>(@"Images\Tree_Branches_4"); shroomCapTexture = base.Content.Load<Texture2D>(@"Images\Shroom_Tops"); inventoryBackTexture = base.Content.Load<Texture2D>(@"Images\Inventory_Back"); inventoryBack2Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back2"); inventoryBack3Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back3"); inventoryBack4Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back4"); inventoryBack5Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back5"); inventoryBack6Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back6"); inventoryBack7Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back7"); inventoryBack8Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back8"); inventoryBack9Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back9"); inventoryBack10Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back10"); inventoryBack11Texture = base.Content.Load<Texture2D>(@"Images\Inventory_Back11"); textBackTexture = base.Content.Load<Texture2D>(@"Images\Text_Back"); chatTexture = base.Content.Load<Texture2D>(@"Images\Chat"); chat2Texture = base.Content.Load<Texture2D>(@"Images\Chat2"); chatBackTexture = base.Content.Load<Texture2D>(@"Images\Chat_Back"); teamTexture = base.Content.Load<Texture2D>(@"Images\Team"); for (int num19 = 1; num19 < 0x1a; num19++) { femaleBodyTexture[num19] = base.Content.Load<Texture2D>(@"Images\Female_Body_" + num19); armorBodyTexture[num19] = base.Content.Load<Texture2D>(@"Images\Armor_Body_" + num19); armorArmTexture[num19] = base.Content.Load<Texture2D>(@"Images\Armor_Arm_" + num19); } for (int num20 = 1; num20 < 0x2d; num20++) { armorHeadTexture[num20] = base.Content.Load<Texture2D>(@"Images\Armor_Head_" + num20); } for (int num21 = 1; num21 < 0x19; num21++) { armorLegTexture[num21] = base.Content.Load<Texture2D>(@"Images\Armor_Legs_" + num21); } for (int num22 = 0; num22 < 0x24; num22++) { playerHairTexture[num22] = base.Content.Load<Texture2D>(@"Images\Player_Hair_" + (num22 + 1)); playerHairAltTexture[num22] = base.Content.Load<Texture2D>(@"Images\Player_HairAlt_" + (num22 + 1)); } skinBodyTexture = base.Content.Load<Texture2D>(@"Images\Skin_Body"); skinLegsTexture = base.Content.Load<Texture2D>(@"Images\Skin_Legs"); playerEyeWhitesTexture = base.Content.Load<Texture2D>(@"Images\Player_Eye_Whites"); playerEyesTexture = base.Content.Load<Texture2D>(@"Images\Player_Eyes"); playerHandsTexture = base.Content.Load<Texture2D>(@"Images\Player_Hands"); playerHands2Texture = base.Content.Load<Texture2D>(@"Images\Player_Hands2"); playerHeadTexture = base.Content.Load<Texture2D>(@"Images\Player_Head"); playerPantsTexture = base.Content.Load<Texture2D>(@"Images\Player_Pants"); playerShirtTexture = base.Content.Load<Texture2D>(@"Images\Player_Shirt"); playerShoesTexture = base.Content.Load<Texture2D>(@"Images\Player_Shoes"); playerUnderShirtTexture = base.Content.Load<Texture2D>(@"Images\Player_Undershirt"); playerUnderShirt2Texture = base.Content.Load<Texture2D>(@"Images\Player_Undershirt2"); femalePantsTexture = base.Content.Load<Texture2D>(@"Images\Female_Pants"); femaleShirtTexture = base.Content.Load<Texture2D>(@"Images\Female_Shirt"); femaleShoesTexture = base.Content.Load<Texture2D>(@"Images\Female_Shoes"); femaleUnderShirtTexture = base.Content.Load<Texture2D>(@"Images\Female_Undershirt"); femaleUnderShirt2Texture = base.Content.Load<Texture2D>(@"Images\Female_Undershirt2"); femaleShirt2Texture = base.Content.Load<Texture2D>(@"Images\Female_Shirt2"); chaosTexture = base.Content.Load<Texture2D>(@"Images\Chaos"); EyeLaserTexture = base.Content.Load<Texture2D>(@"Images\Eye_Laser"); BoneEyesTexture = base.Content.Load<Texture2D>(@"Images\Bone_eyes"); BoneLaserTexture = base.Content.Load<Texture2D>(@"Images\Bone_Laser"); lightDiscTexture = base.Content.Load<Texture2D>(@"Images\Light_Disc"); confuseTexture = base.Content.Load<Texture2D>(@"Images\Confuse"); probeTexture = base.Content.Load<Texture2D>(@"Images\Probe"); chainTexture = base.Content.Load<Texture2D>(@"Images\Chain"); chain2Texture = base.Content.Load<Texture2D>(@"Images\Chain2"); chain3Texture = base.Content.Load<Texture2D>(@"Images\Chain3"); chain4Texture = base.Content.Load<Texture2D>(@"Images\Chain4"); chain5Texture = base.Content.Load<Texture2D>(@"Images\Chain5"); chain6Texture = base.Content.Load<Texture2D>(@"Images\Chain6"); chain7Texture = base.Content.Load<Texture2D>(@"Images\Chain7"); chain8Texture = base.Content.Load<Texture2D>(@"Images\Chain8"); chain9Texture = base.Content.Load<Texture2D>(@"Images\Chain9"); chain10Texture = base.Content.Load<Texture2D>(@"Images\Chain10"); chain11Texture = base.Content.Load<Texture2D>(@"Images\Chain11"); chain12Texture = base.Content.Load<Texture2D>(@"Images\Chain12"); boneArmTexture = base.Content.Load<Texture2D>(@"Images\Arm_Bone"); boneArm2Texture = base.Content.Load<Texture2D>(@"Images\Arm_Bone_2"); fontItemStack = base.Content.Load<SpriteFont>(@"Fonts\Item_Stack"); fontMouseText = base.Content.Load<SpriteFont>(@"Fonts\Mouse_Text"); fontDeathText = base.Content.Load<SpriteFont>(@"Fonts\Death_Text"); fontCombatText[0] = base.Content.Load<SpriteFont>(@"Fonts\Combat_Text"); fontCombatText[1] = base.Content.Load<SpriteFont>(@"Fonts\Combat_Crit"); }
/// <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); // Load the crosshair texture crosshairTexture = Content.Load<Texture2D>(@"textures\crosshair"); // Load sounds and play initial sounds audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); // Play the soundtrack trackCue = soundBank.GetCue("Tracks"); trackCue.Play(); // Load fonts scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont"); powerUpFont = Content.Load<SpriteFont>(@"fonts\PowerupFont"); }
public void Initialize() { audioEngine = new AudioEngine(@"Content\Sounds\Sounds.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sounds\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sounds\Sound Bank.xsb"); soundEffects_cue = new Cue[8]; music_cue = new Cue[3]; listener = new AudioListener(); emitter = new AudioEmitter(); soundEffects_cue[0] = soundBank.GetCue("afterburner"); soundEffects_cue[1] = soundBank.GetCue("missile"); soundEffects_cue[2] = soundBank.GetCue("bullet"); soundEffects_cue[3] = soundBank.GetCue("UI_Click"); soundEffects_cue[4] = soundBank.GetCue("engage_engines"); soundEffects_cue[5] = soundBank.GetCue("explode"); soundEffects_cue[6] = soundBank.GetCue("jet_explode"); soundEffects_cue[7] = soundBank.GetCue("equip"); music_cue[0] = soundBank.GetCue("bg01"); music_cue[1] = soundBank.GetCue("bg02"); music_cue[2] = soundBank.GetCue("bg03"); }
/// <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); // Set cullmode to none RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; GraphicsDevice.RasterizerState = rs; //Load audio content audioEngine = new AudioEngine(@"Content\Audio\RacketBallSound.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); //Background music created by Tyler Salerno trackCue = soundBank.GetCue("Background Music"); trackCue.Play(); // Load fonts scoreFont = Content.Load<SpriteFont>(@"Fonts\ScoreFont"); splashScreenFontLarge = Content.Load<SpriteFont>(@"Fonts\SplashScreenFontLarge"); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); titleBackground = new GameObject(Content.Load<Texture2D>("Pictures\\Background"), Vector2.Zero, 1.7f, 0f); storyBackground = new GameObject(Content.Load<Texture2D>("TitlePictures\\Story"), Vector2.Zero, 0.5f, 0f); storyTxt = new GameObject(Content.Load<Texture2D>("TitlePictures\\StoryText"), Vector2.Zero, 0.5f, 0f); storyFrame = new GameObject(Content.Load<Texture2D>("TitlePictures\\StoryFrame"), Vector2.Zero, 0.5f, 0f); canEat = new GameObject(Content.Load<Texture2D>("TitlePictures\\Caneat"), Vector2.Zero, 1f, 0f); cannotEat = new GameObject(Content.Load<Texture2D>("TitlePictures\\Cannoteat"), Vector2.Zero, 1f, 0f); ending = new GameObject(Content.Load<Texture2D>("TitlePictures\\Ending"), Vector2.Zero, 1f, 0f); endText = new GameObject(Content.Load<Texture2D>("TitlePictures\\Endtext"), Vector2.Zero, 1f, 0f); amoebaTex = Content.Load<Texture2D>("Pictures\\Amoeba"); amoebaMouth = Content.Load<Texture2D>("Pictures\\AmoebaMouth"); Texture2D arrowTex = Content.Load<Texture2D>("Pictures\\Arrow"); arrow = new GameObject(arrowTex, Vector2.Zero, 1.0f, 0f); backgroundTex = Content.Load<Texture2D>("Pictures\\Background"); red32Tex = Content.Load<Texture2D>("Pictures\\Red-32"); red64Tex = Content.Load<Texture2D>("Pictures\\Red-64"); red128Tex = Content.Load<Texture2D>("Pictures\\Red-128"); red256Tex = Content.Load<Texture2D>("Pictures\\Red-256"); green32Tex = Content.Load<Texture2D>("Pictures\\Green-32"); green64Tex = Content.Load<Texture2D>("Pictures\\Green-64"); green128Tex = Content.Load<Texture2D>("Pictures\\Green-128"); green256Tex = Content.Load<Texture2D>("Pictures\\Green-256"); blue32Tex = Content.Load<Texture2D>("Pictures\\Blue-32"); blue64Tex = Content.Load<Texture2D>("Pictures\\Blue-64"); blue128Tex = Content.Load<Texture2D>("Pictures\\Blue-128"); blue256Tex = Content.Load<Texture2D>("Pictures\\Blue-256"); furBall32Tex = Content.Load<Texture2D>("Pictures\\FurBall-32"); furBall64Tex = Content.Load<Texture2D>("Pictures\\FurBall-64"); furBall128Tex = Content.Load<Texture2D>("Pictures\\FurBall-128"); furBall256Tex = Content.Load<Texture2D>("Pictures\\FurBall-256"); mapTex = Content.Load<Texture2D>("Pictures\\Map"); catTex = Content.Load<Texture2D>("Pictures\\Cat"); font16 = Content.Load<SpriteFont>("Fonts\\Font16"); font36Reg = Content.Load<SpriteFont>("Fonts\\Font36Reg"); font36Bold = Content.Load<SpriteFont>("Fonts\\Font36Bold"); font24Reg = Content.Load<SpriteFont>("Fonts\\Font24Reg"); font24Bold = Content.Load<SpriteFont>("Fonts\\Font24Bold"); font72 = Content.Load<SpriteFont>("Fonts\\Font72"); data = new int[mapTex.Width * mapTex.Height]; mapTex.GetData<int>(data); BuildMap(); turnLeft = new GameObject(Content.Load<Texture2D>("TitlePictures\\TurnLeft"), Vector2.Zero, 1f, 0f); turnRight = new GameObject(Content.Load<Texture2D>("TitlePictures\\TurnRight"), Vector2.Zero, 1f, 0f); engine = new AudioEngine("Content\\Music\\Audio.xgs"); soundBank = new SoundBank(engine, "Content\\Music\\Sound_Bank.xsb"); waveBank = new WaveBank(engine, "Content\\Music\\Wave_Bank.xwb"); backgroundMusic = soundBank.GetCue("background"); backgroundMusic.Play(); }
public static void InitializeSound() { audioEngine = new AudioEngine(@"Content\cubic_sounds.xgs"); // Assume the default names for the wave and sound bank. // To change these names, change properties in XACT waveBank = new WaveBank(audioEngine, @"Content\WaveBank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\SoundBank.xsb"); myLoopingSound = soundBank.GetCue("titleMusic"); myLoopingSound.Play(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { sampleOverlay = Content.Load<Texture2D>(@"models\sampleoverlay"); spriteBatch = new SpriteBatch(GraphicsDevice); audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); menuCue = soundBank.GetCue("dxhr_main_menu"); trackCue = soundBank.GetCue("DST-1990"); thrustCue = soundBank.GetCue("Thrusters"); thrustCue.Play(); base.LoadContent(); }
//+++++++++++++++++++++++ INITIALIZE +++++++++++++++++ /// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { rnd = new Random(); texto = ""; tiempoMuertoKielTotal = 7000; estaEnSuSitio = false; kielMuertoSprite = false; tiempoMuertoKiel = 0; kielMuerto = false; tocaRayoKiel = false; tiempoTocaRayoKiel = 5000; currMouseState = Mouse.GetState(); lastMouseState = Mouse.GetState(); fondo = false; completoDelTo = false; tiempoFin = 0; collisionOffSet = Point.Zero; cayendo = false; tiempoLluvia = 0; densidadLluvia2 = 500; tiempoLluvia2 = 0; colision = 0; colisiond = 0; colisioni = 0; parada = 0; alturaTerreno = 4; jumpTimer = -10f; tiempoVelocidadSalto = 0; mundo1 = new Mundo(2.2f); currentDisparoState = DisparoState.Quieto; currentGravedadState = GravedadState.Aire; borrarBala = false; filas = 20; columnas = 0; count = 0; spriteList = new List<AutomatedSprite>(); kiel = new List<JefeFinal>(); disparoList = new List<Disparo>(); lluviaList = new List<Disparo>(); lluviaList2 = new List<Disparo>(); mapaList = new List<Mapa>(); terrenoList = new List<Mapa>(); terrenoList2 = new List<Mapa>(); terrenoListSuelo = new List<Mapa>(); fondoList1 = new List<Mapa>(); fondoList2 = new List<Mapa>(); map = new List<Point>(); disparoJefeList = new List<Mapa>(); jefeList = new List<Jefe>(); vidaList = new List<Mapa>(); vidaList2 = new List<Mapa>(); vidaListKiel = new List<Mapa>(); vidaList2Kiel = new List<Mapa>(); tigres = new List<Mapa>(); maxPosBloque = 0f; terrenoTiempoPasado = 0; terrenoDireccion = 0; terrenoDireccionAnterior = 4; terrenoTiempo = 100; temblorTerrenoTime = 0; temblorTerrenoElec = 0; temblorTerrenoNivel = 3; arrastre = 0; //Lluvia densidadLluvia = 500; //milisegundos entre mota velocidadLluvia = 6f; viento = -2; enemySpawnMinMilliseconds = 1000; enemySpawnMaxMilliseconds = 2000; enemyMinSpeed = 2; enemyMaxSpeed = 6; nextSpawnTime = 0; //Variables jefe respawnJefeMin = 0; respawnJefeMax = 1; //Posiciones posicionTerrenoX = 0; posicionTerrenoY = 700; posicionTerrenoBase = 0; posicionFondo1 = -1000; posicionFondo2 = -1000; //Disparo delayDisparo = 200; delayDisparoCurrent = 900; animaDisparo = 0; //Monsturo heridoDelayCurrent = 0; //Mapa cambioMapaDelay = 8000; cambioMapaDelayCurrent = 0; hastaMapa1 = 8000; hastaMapa2 = 15000; currentParteMapa = ParteMapa.Suelo; numFondo1 = 0; numFondo2 = 0; numTerreno1 = 0; capaTerreno = 0.5f; //Muerte caido = false; puntosControl = new List<float>(); puntoControl = 0; vidaPos = 0; vidaPosKiel = 0; tiempoHerido = 500f; tiempoMuerto = 0; muertoDelTo = false; for (int n = 0; n < 200; n++) map.Add(new Point(2, 0)); spriteBatch = new SpriteBatch(Game.GraphicsDevice); audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb"); waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb"); soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb"); musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb"); musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb"); ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb"); ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); musicCategory.SetVolume(0); //disparoJefeList.Add(new Mapa( // Game.Content.Load<Texture2D>(@"Images/DisparoJefe"), // new Vector2(kiel.getPlayerPosition.X + posxDisparoKiel, kiel.getPlayerPosition.Y), // new Point(0, 0), // new Point(200, 200), // new Point(0, 0), // new Point(4, 1), // new Vector2(0f, 0), // 0f, // 1000, 0.89f)); complete = new Mapa( Game.Content.Load<Texture2D>(@"Images/LevelComplete"), new Vector2(120, 120), new Point(1140, 496), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f); vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 0), new Point(1, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; } vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 0), new Point(2, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos = 0; vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; } vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; //Vida de kiel vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel += 7; for (int i = 0; i < 98; i++) { vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(1, 0), new Point(1, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel += 7; } vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(2, 0), new Point(2, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel = 0; vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(0, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; for (int i = 0; i < 98; i++) { vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(1, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; } vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(2, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; player = new UserControlledSprite( Game.Content.Load<Texture2D>(@"Images/pj"), new Vector2((1366 / 2) - 152, 300), new Point(194, 178), new Point(collisionOffSet.X, collisionOffSet.Y), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 70, 0.80f, 30); pointer = new StaticSprite( Game.Content.Load<Texture2D>(@"Images/cursor"), new Vector2(0, 0), new Point(24, 28), new Point(5, 5), new Point(0, 0), new Point(0, 0), Vector2.Zero, 0f, 1000, 0.9f); reproducirMusica("kiel"); reproducirAmbiente("viento"); trackCue = soundBank.GetCue("caido"); trackCue2 = soundBank2.GetCue("bicho1"); //Suelo(-100, posicionTerrenoY, 0, -600, terrenoList); SueloGrande(0, posicionTerrenoY, 0, -100, terrenoList); SueloGrande(posicionTerrenoX + 1000, posicionTerrenoY, 0, 0, terrenoList); Escaleras(-400 , posicionTerrenoY - 200, 600, 0, 2, terrenoList2, 0.210f, true); kiel.Add(new JefeFinal( Game.Content.Load<Texture2D>(@"Images/kiel"), new Vector2(500, 20), new Point(180, 200), new Point(80, 30), new Point(0, 0), new Point(4, 2), new Vector2(5, 5), 0f, 400, 0.95f, 100)); final = new Mapa( Game.Content.Load<Texture2D>(@"Images/final"), new Vector2(posicionTerrenoX + 2000, posicionTerrenoY - 146), new Point(171, 156), new Point(0, 0), new Point(0, 1), new Point(4, 3), new Vector2(0f, 0), 0f, 200, 0.9f); posicionTerrenoX = 0; posicionTerrenoY = 0; //Escaleras(posicionTerrenoX + 600, posicionTerrenoY, 100, 10, 10, terrenoList2, 0.210f, true); //SegundoPlano(); foreach (Sprite s in terrenoList2) { s.getEscala = 0.8f; s.GetCollisionOffSet = new Point(60, 60); } puntuacionFuente = Game.Content.Load<SpriteFont>(@"Fuentes\fuente"); player.setTamAura = 300; foreach (Sprite s in jefeList) s.setTamAura = 400; }