/// <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); persoPrincipal = new GameObjectAnime(); persoPrincipal.estVivant = true; //seulement pour l instant persoPrincipal.vitesse = 0; //c est la map qui bouge persoPrincipal.sprite = Content.Load <Texture2D>("SpriteSheet.png"); // ajouter image de base persoPrincipal.position = new Rectangle(0, 0, 50, 72); persoPrincipal.direction = Vector2.Zero; persoPrincipal.etat = GameObjectAnime.Etat.AttenteBas; persoPrincipal.position.Offset(fenetre.Center.X + persoPrincipal.sprite.Width / 2, fenetre.Center.Y + persoPrincipal.sprite.Height / 2); // sa a l air assez loin mapIntro = new GameObject(); mapIntro.estVivant = true; mapIntro.vitesse = 10; mapIntro.sprite = Content.Load <Texture2D>("MapIntro.png"); mapIntro.position = mapIntro.sprite.Bounds; mapIntro.position.Offset(mapIntro.sprite.Width / -4, mapIntro.sprite.Height / -4); // 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); persoPrincipal = new GameObjectAnime(); persoPrincipal.estVivant = true; //seulement pour l'instant persoPrincipal.vitesse = 0; //c'est la map qui bouge persoPrincipal.sprite = Content.Load <Texture2D>("SpriteSheet.png"); // SpriteSheet persoPrincipal.position = new Rectangle(0, 0, 50, 72); persoPrincipal.direction = Vector2.Zero; persoPrincipal.etat = GameObjectAnime.Etat.AttenteBas; persoPrincipal.position.Offset(fenetre.Width / 2 - 26, fenetre.Height / 2 - 36); mapIntro = new GameObject(); mapIntro.estVivant = true; mapIntro.vitesse = 5; mapIntro.sprite = Content.Load <Texture2D>("MapIntro.png"); mapIntro.position = mapIntro.sprite.Bounds; mapIntro.position.Offset(0, 0); maisonPrincipal = new GameObject(); maisonPrincipal.estVivant = true; maisonPrincipal.vitesse = 0; maisonPrincipal.sprite = Content.Load <Texture2D>("MaisonPrincipale.png"); maisonPrincipal.position = maisonPrincipal.sprite.Bounds; maisonPrincipal.position.Offset(mapIntro.position.X + 300, mapIntro.position.Y + 1150); maisonPrincipalOuverte = new GameObject(); maisonPrincipalOuverte.estVivant = true; maisonPrincipalOuverte.vitesse = 0; maisonPrincipalOuverte.sprite = Content.Load <Texture2D>("MaisonPrincipaleOuverte.png"); maisonPrincipalOuverte.position = maisonPrincipalOuverte.sprite.Bounds; maisonPrincipalOuverte.position.Offset(mapIntro.position.X + 300, mapIntro.position.Y + 1150); interieurMaison = new GameObject(); interieurMaison.estVivant = true; interieurMaison.vitesse = 0; interieurMaison.sprite = Content.Load <Texture2D>("InterieurMaison.png"); interieurMaison.position = interieurMaison.sprite.Bounds; interieurMaison.position.Offset(mapIntro.position.X + 300, mapIntro.position.Y + 470); transparente = new GameObject(); transparente.estVivant = true; transparente.vitesse = 0; transparente.sprite = Content.Load <Texture2D>("Transparente.png"); transparente.position = transparente.sprite.Bounds; transparente.position.Offset(mapIntro.position.X + 560, mapIntro.position.Y + 1680); sonAlex = Content.Load <SoundEffect>("SongTeka"); alexSong = sonAlex.CreateInstance(); sonPorte = Content.Load <SoundEffect>("Click"); bruitPorte = sonPorte.CreateInstance(); curseur = new GameObject(); curseur.sprite = Content.Load <Texture2D>("SwordCursor.png"); curseur.position = curseur.sprite.Bounds; curseur.position.Offset(-760, 235); buisson = new GameObject(); buisson.estVivant = true; buisson.sprite = Content.Load <Texture2D>("Bushes.png"); buisson.position = buisson.sprite.Bounds; buisson.position.Offset(mapIntro.position.X + 1350, mapIntro.position.Y + 25); sceneBataille = new GameObject(); sceneBataille.estVivant = true; sceneBataille.sprite = Content.Load <Texture2D>("FightingScene.png"); sceneBataille.position = sceneBataille.sprite.Bounds; sceneBataille.position.Offset(0, 0); flecheDroite1 = new GameObject(); flecheDroite1.estVivant = true; flecheDroite1.sprite = Content.Load <Texture2D>("FlecheDroiteUp"); flecheDroite1.position = flecheDroite1.sprite.Bounds; flecheDroite1.position.Offset(persoPrincipal.position.X + flecheDroite1.sprite.Width, persoPrincipal.position.Y); flecheDroite2 = new GameObject(); flecheDroite2.estVivant = false; flecheDroite2.sprite = Content.Load <Texture2D>("FlecheDroiteDown"); flecheDroite2.position = flecheDroite2.sprite.Bounds; flecheDroite2.position.Offset(persoPrincipal.position.X + flecheDroite2.sprite.Width, persoPrincipal.position.Y); flecheGauche1 = new GameObject(); flecheGauche1.estVivant = true; flecheGauche1.sprite = Content.Load <Texture2D>("FlecheGaucheUp"); flecheGauche1.position = flecheGauche1.sprite.Bounds; flecheGauche1.position.Offset(persoPrincipal.position.X - flecheGauche1.sprite.Width - 55, persoPrincipal.position.Y); flecheGauche2 = new GameObject(); flecheGauche2.estVivant = false; flecheGauche2.sprite = Content.Load <Texture2D>("FlecheGaucheDown"); flecheGauche2.position = flecheGauche2.sprite.Bounds; flecheGauche2.position.Offset(persoPrincipal.position.X - flecheGauche2.sprite.Width - 55, persoPrincipal.position.Y); introWall = new GameObject(); introWall.sprite = Content.Load <Texture2D>("IntroWall"); introWall.position = introWall.sprite.Bounds; introWall.position.Offset(fenetre.X, fenetre.Y); // TODO: use this.Content to load your game content here }