/// <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); #if VISUAL_DEBUG VisualDebugging.LoadContent(Content); #endif // Load and play music if (isFirstRun) { indianaJonesMusic = Content.Load <SoundEffect>("Indiana Jones"); indianaJonesMusic.Play(); isFirstRun = false; } // Load font font = Content.Load <SpriteFont>("font"); // Background backgroundTexture = Content.Load <Texture2D>("Background-3584"); // Player Texture2D[] playerTextures = new Texture2D[10]; for (int i = 0; i < 10; i++) { playerTextures[i] = Content.Load <Texture2D>("Jump__00" + i); } player = new Player(playerTextures); // Arrow arrow = new Arrow(player); arrow.LoadContent(Content); // Platforms Texture2D pixel = Content.Load <Texture2D>("sand"); pix = new Sprite(new Rectangle(0, 0, 100, 25), pixel); platforms.Add(new Platform(new BoundingRectangle(-100, 999, 1000, 25), pix)); // Add the platforms to the axis list world = new AxisList(); foreach (Platform platform in platforms) { world.AddGameObject(platform); } //Spider spider.LoadContent(Content); //Bat bat.LoadContent(Content); world.SpawnNewPlatforms(player, random, pix, platforms); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { #if VISUAL_DEBUG VisualDebugging.LoadContent(Content); #endif // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here background = Content.Load <Texture2D>("background"); ast = Content.Load <Texture2D>("asteriodbarrier"); var gTexture = Content.Load <Texture2D>("gimpMasterSchwag"); var oTexture = Content.Load <Texture2D>("evilOlive"); gimp = new SpriteSheet(gTexture, 87, 87, 8, 17); olive = new SpriteSheet(oTexture, 87, 87, 20, 25); var gimpFrames = from index in Enumerable.Range(0, 2) select gimp[index]; var oliveFrames = from index in Enumerable.Range(0, 2) select olive[index]; player = new Player(gimpFrames); olive1 = new Olive(oliveFrames); olive2 = new Olive(oliveFrames); olive3 = new Olive(oliveFrames); olive4 = new Olive(oliveFrames); olive5 = new Olive(oliveFrames); //create asteroid barrier here: barriers.Add(new Barrier(new BoundingRectangle(200, 75, 400, 125), asteroid)); barriers.Add(new Barrier(new BoundingRectangle(50, 200, 50, 400), asteroid)); barriers.Add(new Barrier(new BoundingRectangle(700, 200, 50, 400), asteroid)); barriers.Add(new Barrier(new BoundingRectangle(350, 300, 100, 200), asteroid)); barriers.Add(new Barrier(new BoundingRectangle(200, 600, 400, 125), asteroid)); world = new AxisList(); foreach (Barrier barrier in barriers) { world.AddGameObject(barrier); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { #if Debug VisualDebugging.LoadContent(Content); #endif // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //load in spritefont spriteFont = Content.Load <SpriteFont>("File"); // TODO: use this.Content to load your game content here var t = Content.Load <Texture2D>("spritesheet"); sheet = new SpriteSheet(t, 21, 21, 1, 2); // Create the player with the corresponding frames from the spritesheet var playerFrames = from index in Enumerable.Range(139, 150) select sheet[index]; //19 is the 0 in player currentFrame player = new Player(playerFrames); // Create the platforms //platforms will randomly not register any collision with player, reasoning is unknown platforms.Add(new Platform(new BoundingRectangle(1, 980, 1600, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1, 900, 800, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(920, 860, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1020, 800, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(920, 770, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1050, 700, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1200, 650, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1250, 600, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1300, 550, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1350, 500, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1450, 450, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1500, 400, 42, 20), sheet[121])); platforms.Add(new Platform(new BoundingRectangle(1550, 350, 42, 20), sheet[121])); Alist = new AxisList(); foreach (Platform platform in platforms) { Alist.AddGameObject(platform); } //ghosts buggy, explained in draw commented out section var GhostFrames = from index in Enumerable.Range(445, 449) select sheet[index]; ghost1 = new GhostEnemy(GhostFrames, player); ghost2 = new GhostEnemy(GhostFrames, player); ghost2.Position = new Vector2(100, 700); ghost3 = new GhostEnemy(GhostFrames, player); ghost3.Position = new Vector2(200, 800); ghost4 = new GhostEnemy(GhostFrames, player); ghost4.Position = new Vector2(1500, 550); ghost5 = new GhostEnemy(GhostFrames, player); ghost5.Position = new Vector2(550, 900); ghost6 = new GhostEnemy(GhostFrames, player); ghost6.Position = new Vector2(900, 950); ghost7 = new GhostEnemy(GhostFrames, player); ghost7.Position = new Vector2(200, 400); ghost8 = new GhostEnemy(GhostFrames, player); ghost8.Position = new Vector2(1200, 600); ghost9 = new GhostEnemy(GhostFrames, player); ghost9.Position = new Vector2(800, 400); }