public static void LoadContent(ContentManager contentManager) { //pistolShotSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolShot"); //pistolEmptySoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolEmpty"); //pistolReloadSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolReload"); pistolAttackTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/PistolAttack"), new Point(1, 1), new Vector2(-40.0f, 0.0f)); }
public static void LoadContent(ContentManager contentManager) { //shotgunBlastSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunBlast"); //shotgunEmptySoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunEmpty"); //shotgunReloadSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunReload"); shotgunAttackTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/ShotgunAttack"), new Point(1, 1), new Vector2(-40.0f, 10.0f)); }
public static void LoadContent(ContentManager contentManager) { gasolineCollectableTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Collectables/gasolineCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); healthCollectableTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Collectables/healthCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); pistolAmmoCollectableTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Collectables/pistolAmmoCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); shotgunAmmoCollectableTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Collectables/shotgunAmmoCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); energyCollectableTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Collectables/energyCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); }
public static void LoadContent(ContentManager contentManager) { Vector2[] offsets = new Vector2[5 * 2]; for (Int32 index = 0; index < offsets.Length; index++) { offsets[index] = new Vector2(10, 21); } zombieDrawTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/ZombieSprite/zombies"), new Point(5, 2), offsets); zombieDefenseTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/ZombieSprite/zombiesDefense"), new Point(5, 2), offsets); zombieCollisionTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/ZombieSprite/zombiesCollision"), new Point(5, 2), offsets); zombieAttackTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/ZombieSprite/zombiesAttack"), new Point(5, 2), offsets); }
public static void LoadContent(ContentManager contentManager) { Vector2[] offsets = new Vector2[5 * 4]; for (Int32 index = 0; index < offsets.Length; index++) { offsets[index] = new Vector2(10, 21); } // Load Weapons Content FistWeapon.LoadContent(contentManager); CrowbarWeapon.LoadContent(contentManager); ChainsawWeapon.LoadContent(contentManager); PistolWeapon.LoadContent(contentManager); ShotgunWeapon.LoadContent(contentManager); survivorDrawTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/SurvivorSprite/survivor"), new Point(5, 4), offsets); survivorAttackTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/SurvivorSprite/survivorAttack"), new Point(5, 4), offsets); survivorCollisionTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/SurvivorSprite/survivorCollision"), new Point(5, 4), offsets); survivorDefenseTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/SurvivorSprite/survivorDefense"), new Point(5, 4), offsets); }
public static void LoadContent(ContentManager contentManager, int screenWidth, int screenHeight) { HUDBar.LoadContent(contentManager); HUDTextTimedQueue.LoadContent(contentManager); pixelTexture = contentManager.Load <Texture2D>(@"Images/HUD/Pixel"); weaponIconsTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/WeaponIcons"), new Point(7, 2), Vector2.Zero); smallWeaponIconsTextureSheet = new TextureSheet(contentManager.Load <Texture2D>(@"Images/Weapons/SmallWeaponIcons"), new Point(5, 2), Vector2.Zero); //Adjust to Display Size HUD_TOP_BAR_BACKROUND_FRAME.Width = screenWidth; SURVIVAL_TIME_TEXT_POSITION.X = (float)screenWidth - SURVIVAL_TIME_TEXT_POSITION_OFFSET; ZOMBIE_KILLS_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_KILLS_TEXT_POSITION_OFFSET; ZOMBIE_WAVES_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_WAVES_TEXT_POSITION_OFFSET; POINTS_TEXT_POSITION.X = (float)screenWidth - POINTS_TEXT_POSITION_OFFSET; WEAPON_ICON_POSITION.X = (float)screenWidth - WEAPON_ICON_POSITION_OFFSET.X; WEAPON_ICON_POSITION.Y = (float)screenHeight - WEAPON_ICON_POSITION_OFFSET.Y; WEAPON_ROUNDS_POSITION.X = (float)screenWidth - WEAPON_ROUNDS_POSITION_OFFSET.X; WEAPON_ROUNDS_POSITION.Y = (float)screenHeight - WEAPON_ROUNDS_POSITION_OFFSET.Y; WEAPON_CLIPS_POSITION.X = (float)screenWidth - WEAPON_CLIPS_POSITION_OFFSET.X; WEAPON_CLIPS_POSITION.Y = (float)screenHeight - WEAPON_CLIPS_POSITION_OFFSET.Y; WEAPONS_ENABLED_BASEPOINT.Y = (float)screenHeight - WEAPONS_ENABLED_BASEPOINT_OFFSET; }
public static void LoadContent(ContentManager contentManager) { Vector2[] offsets = new Vector2[5 * 2]; for (Int32 index = 0; index < offsets.Length; index++) { offsets[index] = new Vector2(10, 21); } zombieDrawTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/ZombieSprite/zombies"), new Point(5, 2), offsets); zombieDefenseTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/ZombieSprite/zombiesDefense"), new Point(5, 2), offsets); zombieCollisionTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/ZombieSprite/zombiesCollision"), new Point(5, 2), offsets); zombieAttackTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/ZombieSprite/zombiesAttack"), new Point(5, 2), offsets); }
public static void LoadContent(ContentManager contentManager, int screenWidth, int screenHeight) { HUDBar.LoadContent(contentManager); HUDTextTimedQueue.LoadContent(contentManager); pixelTexture = contentManager.Load<Texture2D>(@"Images/HUD/Pixel"); weaponIconsTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Weapons/WeaponIcons"), new Point(7, 2), Vector2.Zero); smallWeaponIconsTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Weapons/SmallWeaponIcons"), new Point(5, 2), Vector2.Zero); //Adjust to Display Size HUD_TOP_BAR_BACKROUND_FRAME.Width = screenWidth; SURVIVAL_TIME_TEXT_POSITION.X = (float)screenWidth - SURVIVAL_TIME_TEXT_POSITION_OFFSET; ZOMBIE_KILLS_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_KILLS_TEXT_POSITION_OFFSET; ZOMBIE_WAVES_TEXT_POSITION.X = (float)screenWidth - ZOMBIE_WAVES_TEXT_POSITION_OFFSET; POINTS_TEXT_POSITION.X = (float)screenWidth - POINTS_TEXT_POSITION_OFFSET; WEAPON_ICON_POSITION.X = (float)screenWidth - WEAPON_ICON_POSITION_OFFSET.X; WEAPON_ICON_POSITION.Y = (float)screenHeight - WEAPON_ICON_POSITION_OFFSET.Y; WEAPON_ROUNDS_POSITION.X = (float)screenWidth - WEAPON_ROUNDS_POSITION_OFFSET.X; WEAPON_ROUNDS_POSITION.Y = (float)screenHeight - WEAPON_ROUNDS_POSITION_OFFSET.Y; WEAPON_CLIPS_POSITION.X = (float)screenWidth - WEAPON_CLIPS_POSITION_OFFSET.X; WEAPON_CLIPS_POSITION.Y = (float)screenHeight - WEAPON_CLIPS_POSITION_OFFSET.Y; WEAPONS_ENABLED_BASEPOINT.Y = (float)screenHeight - WEAPONS_ENABLED_BASEPOINT_OFFSET; }
public static void LoadContent(ContentManager contentManager) { //pistolShotSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolShot"); //pistolEmptySoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolEmpty"); //pistolReloadSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Pistol/pistolReload"); pistolAttackTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Weapons/PistolAttack"), new Point(1, 1), new Vector2(-40.0f, 0.0f)); }
public static void LoadContent(ContentManager contentManager) { gasolineCollectableTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Collectables/gasolineCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); healthCollectableTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Collectables/healthCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); pistolAmmoCollectableTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Collectables/pistolAmmoCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); shotgunAmmoCollectableTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Collectables/shotgunAmmoCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); energyCollectableTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Collectables/energyCollectable"), new Point(1, 1), new Vector2(15.0f, 15.0f)); }
public static void LoadContent(ContentManager contentManager) { //shotgunBlastSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunBlast"); //shotgunEmptySoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunEmpty"); //shotgunReloadSoundEffect = contentManager.Load<SoundEffect>(@"Sounds/Weapons/Shotgun/shotgunReload"); shotgunAttackTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/Weapons/ShotgunAttack"), new Point(1, 1), new Vector2(-40.0f, 10.0f)); }
public static void LoadContent(ContentManager contentManager) { Vector2[] offsets = new Vector2[5 * 4]; for (Int32 index = 0; index < offsets.Length; index++) { offsets[index] = new Vector2(10, 21); } // Load Weapons Content FistWeapon.LoadContent(contentManager); CrowbarWeapon.LoadContent(contentManager); ChainsawWeapon.LoadContent(contentManager); PistolWeapon.LoadContent(contentManager); ShotgunWeapon.LoadContent(contentManager); survivorDrawTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/SurvivorSprite/survivor"), new Point(5, 4), offsets); survivorAttackTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/SurvivorSprite/survivorAttack"), new Point(5, 4), offsets); survivorCollisionTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/SurvivorSprite/survivorCollision"), new Point(5, 4), offsets); survivorDefenseTextureSheet = new TextureSheet(contentManager.Load<Texture2D>(@"Images/SurvivorSprite/survivorDefense"), new Point(5, 4), offsets); }