public AnimPlayer(Level ownerLevel, int intPlayerIndex) { this.ownerLevel = ownerLevel; this.intPlayerIndex = intPlayerIndex; switch(intPlayerIndex) { case 0: playerIndex = PlayerIndex.One; playerColor = Color.Red; break; case 1: playerIndex = PlayerIndex.Two; playerColor = Color.Blue; break; case 2: playerIndex = PlayerIndex.Three; playerColor = Color.Green; break; case 3: playerIndex = PlayerIndex.Four; playerColor = Color.Yellow; break; } weaponManager = new WeaponManager(this); audio = new Audio(); // If controller "one" is connected use controller as input device. Else use the computer's keyboard and mouse. if (GamePad.GetState(PlayerIndex.One).IsConnected) { inputDevice = new GamePadInput(this); } else if (playerIndex == PlayerIndex.One) { inputDevice = new KeyboardInput(this); } // May have to abstract this routine into a "loadContent" function. walkingTex = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/walkingSpriteMap"); walkingTexGlow = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/walkingSpriteMapGlow"); armTex = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/arm"); armTexShoot = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/armflash"); pixelTex = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/pixel"); haltTex = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/standingStill2"); haltTexGlow = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/standingStillGlow"); deadTex = Game1.INSTANCE.Content.Load<Texture2D>("Images/AnimPlayer/dead"); healthFont = Game1.INSTANCE.Content.Load<SpriteFont>("Fonts/HealthFont"); // Will spawn the player at said location: spawnPlayer(ownerLevel.spawnPositions[intPlayerIndex]); }
//Constructor public GameOver(Level level) { this.level = level; screenFont = Game1.INSTANCE.Content.Load<SpriteFont>("Debug"); }