public void ChangeStatus(UserControlledSprite.Status newStatus) { if (status != newStatus) { preStatus = status; status = newStatus; statusChanged = true; } }
protected override void LoadContent() { // Get a proprietory spriteBatch spriteBatch = new SpriteBatch(Game.GraphicsDevice); // Load background images backgroundTextureList[0] = Game.Content.Load<Texture2D>(@"Background Images\Background 1"); backgroundTextureList[1] = Game.Content.Load<Texture2D>(@"Background Images\Background 2"); // Load player, enemies, obstacles, and so forth // Load player Texture2D[] playerTextures = new Texture2D[8]; playerTextures[0] = Game.Content.Load<Texture2D>(@"Player\run"); playerTextures[1] = Game.Content.Load<Texture2D>(@"Player\run"); playerTextures[2] = Game.Content.Load<Texture2D>(@"Player\charge"); playerTextures[3] = Game.Content.Load<Texture2D>(@"Player\jump"); playerTextures[4] = Game.Content.Load<Texture2D>(@"Player\spit"); playerTextures[5] = Game.Content.Load<Texture2D>(@"Player\beaten"); playerTextures[6] = Game.Content.Load<Texture2D>(@"Player\fallover"); playerTextures[7] = Game.Content.Load<Texture2D>(@"Player\turbo"); Point[] playerFrameSizes = new Point[8]; playerFrameSizes[0] = new Point(150, 150); playerFrameSizes[1] = new Point(150, 150); playerFrameSizes[2] = new Point(150, 150); playerFrameSizes[3] = new Point(150, 150); playerFrameSizes[4] = new Point(150, 150); playerFrameSizes[5] = new Point(150, 150); playerFrameSizes[6] = new Point(150, 150); playerFrameSizes[7] = new Point(250, 250); Point[] playerSheetSizes = new Point[8]; playerSheetSizes[0] = new Point(3, 1); playerSheetSizes[1] = new Point(3, 1); playerSheetSizes[2] = new Point(1, 1); playerSheetSizes[3] = new Point(1, 1); playerSheetSizes[4] = new Point(1, 1); playerSheetSizes[5] = new Point(1, 1); playerSheetSizes[6] = new Point(1, 1); playerSheetSizes[7] = new Point(2, 1); SoundEffect playerSoundEffect = Game.Content.Load<SoundEffect>(@"Music\jump"); player = new UserControlledSprite(playerTextures, new Vector2(200, UserControlledSprite.groundLineY), playerFrameSizes, 20, new Point(0, 0), playerSheetSizes, Vector2.Zero, playerSoundEffect, 133); // Pre-load textures for later usage Game.Content.Load<Texture2D>(@"Obstacles\bracket"); Game.Content.Load<Texture2D>(@"Obstacles\peel"); Game.Content.Load<Texture2D>(@"Obstacles\beauty"); Game.Content.Load<Texture2D>(@"PowerUps\bane available"); Game.Content.Load<Texture2D>(@"PowerUps\bane consumed"); Game.Content.Load<Texture2D>(@"PowerUps\bread available"); Game.Content.Load<Texture2D>(@"PowerUps\bread consumed"); Game.Content.Load<Texture2D>(@"PowerUps\Heart"); Game.Content.Load<Texture2D>(@"PowerUps\Dog Food 1"); Game.Content.Load<Texture2D>(@"PowerUps\Dog Food 2"); Game.Content.Load<Texture2D>(@"Weapons\food vestigial"); Game.Content.Load<Texture2D>(@"Enemy Weapons\mud"); Game.Content.Load<Texture2D>(@"Enemies/muddy red idle"); Game.Content.Load<Texture2D>(@"Enemies/muddy red dying"); Game.Content.Load<Texture2D>(@"Enemies/muddy red attacking"); Game.Content.Load<SoundEffect>(@"Music\bane hurt"); Game.Content.Load<SoundEffect>(@"Music\burp"); Game.Content.Load<SoundEffect>(@"Music\eat"); Game.Content.Load<SoundEffect>(@"Music\hit"); Game.Content.Load<SoundEffect>(@"Music\seduce"); Game.Content.Load<SoundEffect>(@"Music\slip"); Game.Content.Load<SoundEffect>(@"Music\dog food"); Game.Content.Load<SoundEffect>(@"Music\heart"); for (int i = 0; i < 4; ++i) { Game.Content.Load<Texture2D>(@"Enemies\Muddy Green " + (i + 1).ToString()); } // Load veil Texture2D[] veilTextures = new Texture2D[6]; for (int i = 0; i < veilTextures.Length; ++i) { veilTextures[i] = Game.Content.Load<Texture2D>(@"Veils\Veil " + (i + 1).ToString()); } veil = new Veil(veilTextures, 200); // Load font for score display scoreFont = Game.Content.Load<SpriteFont>(@"Fonts\score"); // Load maxNumOfLives of lives into livesList Texture2D[] lifeTextures = new Texture2D[1]; lifeTextures[0] = Game.Content.Load<Texture2D>(@"PowerUps\Heart"); Point[] lifeFrameSizes = new Point[1]; lifeFrameSizes[0] = new Point(75, 75); Point[] lifeSheetSizes = new Point[1]; lifeSheetSizes[0] = new Point(1, 1); // Initial number of lives is three for (int i = 0; i < 3; i++) { livesList.Add(new Weapon(lifeTextures, new Vector2( i * 50 + 10, 10), lifeFrameSizes, 10, new Point(0, 0), lifeSheetSizes, Vector2.Zero, null, .6f, 0)); } //trackSound = Game.Content.Load<SoundEffect>(@"Music\background music"); //trackSoundInstance = trackSound.CreateInstance(); //trackSoundInstance.IsLooped = true; //trackSoundInstance.Play(); trackSong = Game.Content.Load<Song>(@"Music\town"); MediaPlayer.IsRepeating = true; base.LoadContent(); }