コード例 #1
0
 public void ChangeStatus(UserControlledSprite.Status newStatus)
 {
     if (status != newStatus)
     {
         preStatus = status;
         status = newStatus;
         statusChanged = true;
     }
 }
コード例 #2
0
        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();
        }