protected void LoadContent(bool loadAllContent) { spriteBatch = new SpriteBatch(GraphicsDevice); levelOneTrue = 0; levelTwoTrue = 0; //load bbox images torch = Content.Load<Texture2D>("torch"); fountain = Content.Load<Texture2D>("fountain"); //load level images level1 = Content.Load<Texture2D>("level1"); level2 = Content.Load<Texture2D>("level2"); //load item bboxs torchBbox1 = new Bbox(torch, 600, 150, "fire"); torchBbox2 = new Bbox(torch, 150, 150, "fire"); fountainBbox = new Bbox(fountain, 250, 220, "water"); //load levels levelOne = new Level(level1); levelTwo = new Level(level2); //right hand rightHand = new Bbox(handImage, righthandPosition.X, righthandPosition.Y, "normal"); //fill level bbox lists levelOne.addBbox(torchBbox1); levelOne.addBbox(torchBbox2); levelTwo.addBbox(fountainBbox); //create tasks levelOneT1 = new CollisionTask(rightHand, torchBbox1, "fire"); levelOneT2 = new CollisionTask(rightHand, torchBbox2, "fire"); levelTwoT1 = new CollisionTask(rightHand, fountainBbox, "fire"); //level one tasks levelOne.addTask(levelOneT1); levelOne.addTask(levelOneT2); //level two tasks levelTwo.addTask(levelTwoT1); }
protected void LoadContent(bool loadAllContent) { spriteBatch = new SpriteBatch(GraphicsDevice); levelOneTrue = 0; levelTwoTrue = 0; //load bbox images torch = Content.Load<Texture2D>("torch"); fountain = Content.Load<Texture2D>("fountain"); //load level images level1 = Content.Load<Texture2D>("level1"); level2 = Content.Load<Texture2D>("level2"); //load item bboxs torchBbox1 = new Bbox(torch, 600, 150, "fire"); torchBbox2 = new Bbox(torch, 150, 150, "fire"); fountainBbox = new Bbox(fountain, 250, 220, "water"); //load levels levelOne = new Level(level1); levelTwo = new Level(level2); //right hand rightHand = new Bbox(handImage, righthandPosition.X, righthandPosition.Y, "normal"); //fill level bbox lists levelOne.addBbox(torchBbox1); levelOne.addBbox(torchBbox2); levelTwo.addBbox(fountainBbox); //create tasks levelOneT1 = new CollisionTask(rightHand, torchBbox1, "fire"); levelOneT2 = new CollisionTask(rightHand, torchBbox2, "fire"); levelTwoT1 = new CollisionTask(rightHand, fountainBbox, "water"); //level one tasks levelOne.addTask(levelOneT1); levelOne.addTask(levelOneT2); //level two tasks levelTwo.addTask(levelTwoT1); myEffect = Content.Load<ParticleEffect>("handflame"); myEffect.LoadContent(Content); myEffect.Initialise(); waterEffect = Content.Load<ParticleEffect>("WaterJet"); waterEffect.LoadContent(Content); waterEffect.Initialise(); smokeEffect = Content.Load<ParticleEffect>("BasicSmokePlume"); smokeEffect.LoadContent(Content); smokeEffect.Initialise(); myRenderer.LoadContent(Content); //Load the sound file using Content.Load roomTone = Content.Load<SoundEffect>("kinectFinal--soundScape"); fireSound = Content.Load<SoundEffect>("fx_fire_embers_01_a_lp"); waterSound = Content.Load<SoundEffect>("amb_water_river_lp"); instance1 = roomTone.CreateInstance(); fireInstance = fireSound.CreateInstance(); waterInstance = waterSound.CreateInstance(); instance1.IsLooped = true; waterInstance.IsLooped = true; fireInstance.IsLooped = true; instance1.Play(); }