public override void Load() { sprMapMenuBackground = Content.Load <Texture2D>("Status Screen/Background Black"); AttackPicker = new AttacksMenu(); AttackPicker.Load(); fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font"); }
/// <summary> /// Create a sample /// </summary> protected BattleMap() : base() { RequireFocus = true; MapSize = new Point(10, 10); TileSize = new Point(32, 32); ActiveLayerIndex = 0; ShowAllLayers = true; IsFrozen = false; OnlinePlayers = new OnlineConfiguration(); GameTurn = 0; ListTileSet = new List <Texture2D>(); ListBackgrounds = new List <AnimationBackground>(); ListBackgroundsPath = new List <string>(); ListForegrounds = new List <AnimationBackground>(); ListForegroundsPath = new List <string>(); ListActionMenuChoice = new ActionPanelHolder(); ListMAPAttackTarget = new Stack <Tuple <int, int> >(); VictoryCondition = ""; LossCondition = ""; SkillPoint = ""; sndBattleThemeName = ""; DicMapVariables = new Dictionary <string, double>(); MovementAnimation = new MovementAnimations(); AttackPicker = new AttacksMenu(); ListMapScript = new List <MapScript>(); ListMapEvent = new List <MapEvent>(); DicCutsceneScript = new Dictionary <string, CutsceneScript>(); DicRequirement = new Dictionary <string, BaseSkillRequirement>(); DicEffect = new Dictionary <string, BaseEffect>(); ListSubMap = new List <BattleMap>(); GlobalBattleContext = new BattleContext(); #region Screen shaking ShakeCounter = 0; ShakeRadiusMax = 3; ShakeOffsetX = 0; ShakeOffsetY = 0; ShakeAngle = RandomHelper.Next(360); ShakeAngleVariation = new Vector2(1, 0); #endregion }
public override void Load() { if (!IsServer) { AttackPicker = new AttacksMenu(ActiveParser); sndConfirm = new FMODSound(FMODSystem, "Content/SFX/Confirm.mp3"); sndDeny = new FMODSound(FMODSystem, "Content/SFX/Deny.mp3"); sndSelection = new FMODSound(FMODSystem, "Content/SFX/Selection.mp3"); sndCancel = new FMODSound(FMODSystem, "Content/SFX/Cancel.mp3"); #region Init outline shader. fxOutline = Content.Load <Effect>("Shaders/Outline"); Matrix Projection = Matrix.CreateOrthographicOffCenter(0, Constants.Width, Constants.Height, 0, 0, -1f); Matrix HalfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); Matrix projectionMatrix = HalfPixelOffset * Projection; fxOutline.Parameters["World"].SetValue(Matrix.Identity); fxOutline.Parameters["View"].SetValue(Matrix.Identity); fxOutline.Parameters["Projection"].SetValue(projectionMatrix); fxOutline.Parameters["TextureOffset"].SetValue(new Vector2(1, 1)); #endregion #region Fonts fntPhaseNumber = Content.Load <SpriteFont>("Battle/Phase/Number"); fntPhaseNumber.Spacing = -5; fntUnitAttack = Content.Load <SpriteFont>("Fonts/Arial16"); fntArial12 = Content.Load <SpriteFont>("Fonts/Arial12"); fntArial10 = Content.Load <SpriteFont>("Fonts/Arial10"); fntArial9 = Content.Load <SpriteFont>("Fonts/Arial9"); fntNumbers = Content.Load <SpriteFont>("Fonts/VFfont"); fntBattleMenuText = Content.Load <SpriteFont>("Fonts/Battle Menu Text"); fntAccuracyNormal = Content.Load <SpriteFont>("Fonts/Accuracy Normal"); fntAccuracySmall = Content.Load <SpriteFont>("Fonts/Accuracy Small"); fntNonDemoDamage = Content.Load <SpriteFont>("Fonts/Battle Damage"); fntNonDemoDamage.Spacing = -5; fntBattleNumberSmall = Content.Load <SpriteFont>("Fonts/Battle Numbers Small"); fntBattleNumberSmall.Spacing = -3; #endregion StatusMenu = new StatusMenuScreen(this); AttackPicker.Load(); fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font"); fxGrayscale = Content.Load <Effect>("Shaders/Grayscale"); sprEllipse = Content.Load <Texture2D>("Ellipse"); sprCursor = Content.Load <Texture2D>("Cursors/Reticle"); sprCursorPath = Content.Load <Texture2D>("Cursors/Cursor Path"); sprUnitHover = Content.Load <Texture2D>("Units/Unit Hover"); sprPhaseBackground = Content.Load <Texture2D>("Battle/Phase/Background"); sprPhasePlayer = Content.Load <Texture2D>("Battle/Phase/Player"); sprPhaseEnemy = Content.Load <Texture2D>("Battle/Phase/Enemy"); sprPhaseTurn = Content.Load <Texture2D>("Battle/Phase/Turn"); sprCursorTerrainSelection = Content.Load <Texture2D>("Battle/Cursor/Terrain Selection"); #region Bars sprBarSmallBackground = Content.Load <Texture2D>("Battle/Bars/Small Bar"); sprBarSmallEN = Content.Load <Texture2D>("Battle/Bars/Small Energy"); sprBarSmallHP = Content.Load <Texture2D>("Battle/Bars/Small Health"); sprBarLargeBackground = Content.Load <Texture2D>("Battle/Bars/Large Bar"); sprBarLargeEN = Content.Load <Texture2D>("Battle/Bars/Large Energy"); sprBarLargeHP = Content.Load <Texture2D>("Battle/Bars/Large Health"); sprBarExtraLargeBackground = Content.Load <Texture2D>("Battle/Bars/Extra Long Bar"); sprBarExtraLargeEN = Content.Load <Texture2D>("Battle/Bars/Extra Long Energy"); sprBarExtraLargeHP = Content.Load <Texture2D>("Battle/Bars/Extra Long Health"); #endregion } LoadMapScripts(); LoadEffects(); LoadAutomaticSkillActivation(); LoadManualSkillActivation(); LoadSkillRequirements(); LoadCutsceneScripts(); LoadInteractiveProps(); LoadUnits(); }