protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); _mouseBB = new Rectangle(ms.X, ms.Y, 1, 1); _gamefont = Content.Load<SpriteFont>(@"gamefont"); _hq = Content.Load<Texture2D>(@"Textures\Sprites\hq"); _hqBB = new Rectangle((GraphicsDevice.PresentationParameters.BackBufferWidth/2 - (_hq.Width/2)) , 350, (int)(_hq.Width / 2f), (int)(_hq.Height / 2f)); _hqShields = Content.Load<Texture2D>(@"Textures\Sprites\hqShields"); _hqShieldsBB = new Rectangle(_hqBB.X -20, _hqBB.Y, (int)(_hqShields.Width), (int)(_hqShields.Height)); _shieldGen = Content.Load<Texture2D>(@"Textures\Sprites\shieldgen"); _logo = Content.Load<Texture2D>(@"Textures\Sprites\aftermathLogo"); _logoBB = new Rectangle(275, -10, (int)(_logo.Width / 2f), (int)(_logo.Height / 2f)); _newGame = Content.Load<Texture2D>(@"Textures\Sprites\NewGame"); _newGameBB = new Rectangle(300, 150, (int)(_newGame.Width / 3f), (int)(_newGame.Height / 3f)); _highscore = Content.Load<Texture2D>(@"Textures\Sprites\HighScore"); _highscoreBB = new Rectangle(300, 205, (int)(_highscore.Width / 3f), (int)(_highscore.Height / 3f)); _exitGame = Content.Load<Texture2D>(@"Textures\Sprites\Exit"); _exitGameBB = new Rectangle(300, 260, (int)(_exitGame.Width / 3f), (int)(_exitGame.Height / 3f)); _upgrades = Content.Load<Texture2D>(@"Textures\Sprites\Upgrades"); _upgradesBB = new Rectangle(300, 150, (int)(_upgrades.Width / 3f), (int)(_upgrades.Height / 3f)); _nextWave = Content.Load<Texture2D>(@"Textures\Sprites\NextWave"); _nextWaveBB = new Rectangle(600, 530, (int)(_nextWave.Width / 3f), (int)(_nextWave.Height / 3f)); _generator = Content.Load<Texture2D>(@"Textures\Sprites\Generator"); _generatorBB = new Rectangle(600, 240, (int)(_generator.Width / 3f), (int)(_generator.Height / 3f)); _shields = Content.Load<Texture2D>(@"Textures\Sprites\Shields"); _shieldsBB = new Rectangle(600, 150, (int)(_shields.Width / 3f), (int)(_shields.Height / 3f)); _missile = Content.Load<Texture2D>(@"Textures\Sprites\Missiles"); _missileBB = new Rectangle(600, 315, (int)(_missile.Width / 3f), (int)(_missile.Height / 3f)); _bomb = Content.Load<Texture2D>(@"Textures\Sprites\Bomb"); _bombBB = new Rectangle(600, 420, (int)(_bomb.Width / 3f), (int)(_bomb.Height / 3f)); _begin = Content.Load<Texture2D>(@"Textures\Sprites\Begin"); _beginBB = new Rectangle(300, 205, (int)(_beginBB.Width / 3f), (int)(_beginBB.Height / 3f)); _resume = Content.Load<Texture2D>(@"Textures\Sprites\Resume"); _resumeBB = new Rectangle(300, 205, (int)(_exitGame.Width / 3f), (int)(_exitGame.Height / 3f)); _shieldGeneratorA = new ShieldGenerator(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _shieldGen, new Vector2(_hqBB.X - 100, _hqBB.Y + 100)); _shieldGeneratorB = new ShieldGenerator(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _shieldGen, new Vector2(_hqBB.X - 200, _hqBB.Y + 100)); _shieldGeneratorC = new ShieldGenerator(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _shieldGen, new Vector2(_hqBB.X + (_hq.Width / 2) + 50, _hqBB.Y + 100)); _shieldGeneratorD = new ShieldGenerator(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _shieldGen, new Vector2(_hqBB.X + (_hq.Width / 2) + 150, _hqBB.Y + 100)); _headquarters = new Hq(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _hq, _hqBB); _headquartersShields = new HqShields(this, spriteBatch, graphics.GraphicsDevice.Viewport.TitleSafeArea, _hqShields, _hqShieldsBB); _drawLine = new DrawLine(this, Content, graphics); _gameState = new GameStateManager(this); _gameState.LoadContent(); }
public void drawAsteroidsForEndOfLevel(SpriteFont gameFont, GraphicsDevice graphics, GameStateManager gameState, SpriteBatch spriteBatch, int asteroidsKilled) { spriteBatch.DrawString(gameFont, asteroidsKilled.ToString(), new Vector2(75, 250), Color.White); spriteBatch.Draw(_asteroidTexture, _asteroidBB, Color.White); asteroidsKilled--; asteroidsKilled = asteroidsKilled / 5; }
public void drawGeneratorForEndOfLevel(SpriteFont gameFont, GraphicsDevice graphics, GameStateManager gameState, SpriteBatch spriteBatch, int numberOfGeneratorsAlive) { spriteBatch.DrawString(gameFont, numberOfGeneratorsAlive.ToString(), new Vector2(75, 200), Color.White); spriteBatch.Draw(_shieldGenTexture, _shieldGenBB, Color.White); numberOfGeneratorsAlive--; }
public void drawMissilesForEndOfLevel(SpriteFont gameFont, GraphicsDevice graphics, GameStateManager gameState, SpriteBatch spriteBatch, int missilesRemaining) { spriteBatch.DrawString(gameFont, missilesRemaining.ToString(), new Vector2(75, 300), Color.White); spriteBatch.Draw(_missilesTexture, _missilesBB, Color.White); missilesRemaining--; missilesRemaining = missilesRemaining / 10; }