public override void LoadContent() { base.LoadContent(); backgroundColor = Color.LightBlue; Texture2D sunTex = game.Content.Load<Texture2D>("Sprites\\Sun"); GameObject sun = new GameObject(sunTex, new Vector2(0.3f, 0.7f)); sun.Size = 0.3f; backgroundLayer.add(sun); Texture2D tree = game.Content.Load<Texture2D>("Sprites\\tree4"); Layer layer1 = new Layer(); layer1.LoadContent(); layer1.Depth = 0.75f; layer1.add(new GameObject(tree, new Vector2(200, tree.Height / 2))); layers.Add(layer1); }
public virtual void LoadContent() { spriteBatch = new SpriteBatch(game.GraphicsDevice); backgroundLayer = new BackgroundLayer(); layers.Add( backgroundLayer ); mainLayer = new Layer(); mainLayer.LoadContent(); mainLayer.Depth = 0.5f; bud = new Bud(game.Content, new Vector2(TitleSafe.Width / 2, 0)); bud.Size *= 0.3f; budi = new Budi(game.Content, new Vector2(TitleSafe.Width / 2, 200)); budi.Size *= 0.3f; budBudi = new BudBudi(game.Content, new Vector2(TitleSafe.Width / 2, 0)); budBudi.Size *= 0.3f; mainLayer.add(budBudi); controledObject = budBudi; layers.Add(mainLayer); }
public override void LoadContent() { base.LoadContent(); backgroundColor = Color.LightBlue; Texture2D sunTex = game.Content.Load<Texture2D>("Sprites\\Sun"); Texture2D cloudTex = game.Content.Load<Texture2D>("Sprites\\Cloud1"); Texture2D groundTex = game.Content.Load<Texture2D>("Sprites\\Ground1"); Texture2D ground2Tex = game.Content.Load<Texture2D>("Sprites\\Ground2"); GameObject cloud1 = new GameObject(cloudTex, new Vector2(0.25f, 0.8f)); cloud1.Size = 0.4f; GameObject cloud2 = new GameObject(cloudTex, new Vector2(0.75f, 0.7f)); cloud2.Size = 0.3f; GameObject sun = new GameObject(sunTex, new Vector2(0.4f, 0.7f)); sun.Size = 0.3f; backgroundLayer.add(cloud1); backgroundLayer.add(cloud2); backgroundLayer.add(sun); Texture2D home = game.Content.Load<Texture2D>("Sprites\\home"); Texture2D tree1 = game.Content.Load<Texture2D>("Sprites\\tree1"); Texture2D tree2 = game.Content.Load<Texture2D>("Sprites\\tree2"); Texture2D tree3 = game.Content.Load<Texture2D>("Sprites\\tree3"); Texture2D tree4 = game.Content.Load<Texture2D>("Sprites\\tree4"); Layer layer10 = new Layer(); layer10.LoadContent(); layer10.Depth = 0.98f; Layer layer11 = new Layer(); layer11.LoadContent(); layer11.Depth = 0.96f; Layer layer12 = new Layer(); layer12.LoadContent(); layer12.Depth = 0.94f; Layer layer13 = new Layer(); layer13.LoadContent(); layer13.Depth = 0.92f; Layer layer14 = new Layer(); layer14.LoadContent(); layer14.Depth = 0.90f; Random random = new Random(); GameObject cloud; for (int i = 0; i < 5; i++) { cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height*0.5f), (int)(home.Height*1.9f)))); cloud.Size = (float)(random.NextDouble()/8 + 0.3d); cloud.Color = new Color(random.Next(192,255), random.Next(192,255), random.Next(192,255)); cloud.Rotation = (float)((random.NextDouble()-0.5d) * MathHelper.PiOver4); layer10.add(cloud); cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f)))); cloud.Size = (float)(random.NextDouble() / 7 + 0.3d); cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255)); cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4); layer11.add(cloud); cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f)))); cloud.Size = (float)(random.NextDouble() / 6 + 0.3d); cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255)); cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4); layer12.add(cloud); cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f)))); cloud.Size = (float)(random.NextDouble() / 5 + 0.3d); cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255)); cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4); layer13.add(cloud); cloud = new GameObject(cloudTex, new Vector2(random.Next(-500, 2000), random.Next((int)(home.Height * 0.5f), (int)(home.Height * 1.9f)))); cloud.Size = (float)(random.NextDouble() / 4 + 0.3d); cloud.Color = new Color(random.Next(192, 255), random.Next(192, 255), random.Next(192, 255)); cloud.Rotation = (float)((random.NextDouble() - 0.5d) * MathHelper.PiOver4); layer14.add(cloud); } Layer layer2 = new Layer(); layer2.LoadContent(); layer2.Depth = 0.7f; layer2.add(new GameObject(home, new Vector2(home.Width / 2, groundTex.Height + home.Height / 2))); Layer layer30 = new Layer(); layer30.LoadContent(); layer30.Depth = 0.72f; GameObject tree; for (int i = 0; i < 10; i++) { tree = new GameObject(tree1, new Vector2(home.Width + random.Next(-1000,2000), (float)(groundTex.Height * (1.0f+random.NextDouble()/10) + tree1.Height / 2))); layer30.add(tree); } Layer layer31 = new Layer(); layer31.LoadContent(); layer31.Depth = 0.8f; for (int i = 0; i < 10; i++) { tree = new GameObject(tree3, new Vector2(home.Width + random.Next(-1000, 2000), (float)(groundTex.Height * (1.5f + random.NextDouble() / 10) + tree3.Height / 2))); layer31.add(tree); } Layer layer32 = new Layer(); layer32.LoadContent(); layer32.Depth = 0.85f; for (int i = 0; i < 10; i++) { tree = new GameObject(tree1, new Vector2(home.Width + random.Next(-1000, 2000), (float)(groundTex.Height * (2.0f + random.NextDouble() / 10) + tree1.Height / 2))); layer32.add(tree); } Layer layer4 = new Layer(); // the road to walk layer4.LoadContent(); layer4.Depth = 0.52f; GameObject ground; for (int i = -10; i < 30; i++) { ground = new GameObject(groundTex, new Vector2(i * (groundTex.Width - 25), groundTex.Height/2 - 2)); layer4.add(ground); } Layer layer5 = new Layer(); layer5.LoadContent(); layer5.Depth = 0.88f; GameObject ground2 = new GameObject(ground2Tex, new Vector2(ground2Tex.Width * 30, ground2Tex.Height * 20)); ground2.Size = 60; layer5.add(ground2); ground2 = new GameObject(ground2Tex, new Vector2(-ground2Tex.Width * 30, ground2Tex.Height * 20)); ground2.Size = 60; layer5.add(ground2); layers.Add(layer10); layers.Add(layer11); layers.Add(layer12); layers.Add(layer13); layers.Add(layer14); layers.Add(layer2); layers.Add(layer30); layers.Add(layer31); layers.Add(layer32); layers.Add(layer4); layers.Add(layer5); }