/// <summary> /// Load graphics content for the game /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } // Set the game font gameFont = ScreenManager.Font; // Declare a new instance of the enemy match info enemyInfo = new EnemyMatchInfo(); // Load the enemy and player match profiles playerMatchImg = content.Load <Texture2D>("JoeYabuki"); enemyMatchImg = content.Load <Texture2D>(enemyInfo.MatchImageName); // Define the rectangle dimensions playerProfileRec = new Rectangle(115, 270, 120, 120); enemyProfileRec = new Rectangle(535, 115, 120, 120); // Define the background music and play it matchMusic = content.Load <Song>("Audio/Music/Match"); MediaPlayer.Play(matchMusic); // Use ResetElapsedTime to tell the game's timing mechanism that we have just finished a very long frame, and that it should not try to catch up ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// Load graphics content for the game /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } // Define the fonts gameFont = ScreenManager.Font; smallFont = content.Load <SpriteFont>("small"); // Set the selected move to 0 and match over to false selectedMove = 0; matchOver = false; playerTurn = true; // Sort and reverse our move array Array.Sort(PlayerInfo.Moves); Array.Reverse(PlayerInfo.Moves); // Iterate over each of the moves foreach (int move in PlayerInfo.Moves) { // Because our array is now sorted by descending order, whenver we hit the first -1, // we know that the following elements are less than or equal to -1, meaning they are // unusuable. We can ignore the rest because they do not count as moves if (move == -1) { break; } // Increment the maximum numer of moves maxMoves++; } // Load the background and move select foreground image backgroundImg = content.Load <Texture2D>("Images/Backgrounds/GameplayBackground"); moveSelectImg = content.Load <Texture2D>("Images/Sprites/MoveSelectScreen"); playerHealthBarImg = content.Load <Texture2D>("Images/Sprites/PlayerHealthBar"); // Define the dimensions of the fullscreen rectangle fullScreenRec = new Rectangle(0, 0, BufferWidth, BufferHeight); playerHealthBarRec = new Rectangle(85, 30, playerHealthBarImg.Width, playerHealthBarImg.Height); // Initialize the player, enemy and enemy match info player = new Player(content); enemy = new Enemy(); enemyMatchInfo = new EnemyMatchInfo(); // Initialize the enemy and player sprite managers enemySpriteManager = new EnemySpriteManager(content, new Vector2(340, 60), enemyMatchInfo.FirstName); playerSpriteManager = new PlayerSpriteManager(content, new Vector2(360, 200)); // Define and play the background track corresponding to the correct opponent track = content.Load <Song>($"Audio/Music/BattleThemes/{enemyMatchInfo.FirstName}"); MediaPlayer.Play(track); // Use ResetElapsedTime to tell the game's timing mechanism that we have just finished a very long frame, and that it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }