/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Texture2D grass = Content.Load <Texture2D>("Block/grass"); Texture2D path = Content.Load <Texture2D>("Block/path"); Texture2D pathLT = Content.Load <Texture2D>("Block/pathLT"); Texture2D pathT = Content.Load <Texture2D>("Block/pathT"); Texture2D pathRT = Content.Load <Texture2D>("Block/pathRT"); Texture2D pathL = Content.Load <Texture2D>("Block/pathL"); Texture2D pathR = Content.Load <Texture2D>("Block/pathR"); Texture2D pathLD = Content.Load <Texture2D>("Block/pathLD"); Texture2D pathD = Content.Load <Texture2D>("Block/pathD"); Texture2D pathRD = Content.Load <Texture2D>("Block/pathRD"); level.AddTexture(grass);// Add Block GPU level.AddTexture(path); level.AddTexture(pathLT); level.AddTexture(pathT); level.AddTexture(pathRT); level.AddTexture(pathL); level.AddTexture(pathR); level.AddTexture(pathLD); level.AddTexture(pathD); level.AddTexture(pathRD); Texture2D back = Content.Load <Texture2D>("Block/background"); background.AddTexture(back); Texture2D enemyTexture = Content.Load <Texture2D>("Enemy/enemy1"); //enemy1 = new Enemy(enemyTexture, Vector2.Zero, 100, 10, 1f);// change speed; //enemy1.SetWaypoints(level.Waypoints); waveManeger = new WaveManeger(level, 24, enemyTexture); // set wave Texture2D towerTexture = Content.Load <Texture2D>("Tower/tower"); Texture2D bulletTexture = Content.Load <Texture2D>("Tower/bullet"); player = new Player(level, towerTexture, bulletTexture); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Texture2D grass = Content.Load <Texture2D>("Block/grass"); Texture2D path = Content.Load <Texture2D>("Block/path"); Texture2D pathLT = Content.Load <Texture2D>("Block/pathLT"); Texture2D pathT = Content.Load <Texture2D>("Block/pathT"); Texture2D pathRT = Content.Load <Texture2D>("Block/pathRT"); Texture2D pathL = Content.Load <Texture2D>("Block/pathL"); Texture2D pathR = Content.Load <Texture2D>("Block/pathR"); Texture2D pathLD = Content.Load <Texture2D>("Block/pathLD"); Texture2D pathD = Content.Load <Texture2D>("Block/pathD"); Texture2D pathRD = Content.Load <Texture2D>("Block/pathRD"); level.AddTexture(grass);// Add Block GPU level.AddTexture(path); level.AddTexture(pathLT); level.AddTexture(pathT); level.AddTexture(pathRT); level.AddTexture(pathL); level.AddTexture(pathR); level.AddTexture(pathLD); level.AddTexture(pathD); level.AddTexture(pathRD); level2.AddTexture(grass);// level 2 texture level2.AddTexture(path); level2.AddTexture(pathLT); level2.AddTexture(pathT); level2.AddTexture(pathRT); level2.AddTexture(pathL); level2.AddTexture(pathR); level2.AddTexture(pathLD); level2.AddTexture(pathD); level2.AddTexture(pathRD); Texture2D tile = Content.Load <Texture2D>("tile"); Texture2D path3 = Content.Load <Texture2D>("Block/path"); Texture2D pathLT3 = Content.Load <Texture2D>("Block/pathLT"); Texture2D pathT3 = Content.Load <Texture2D>("Block/pathT"); Texture2D pathRT3 = Content.Load <Texture2D>("Block/pathRT"); Texture2D pathL3 = Content.Load <Texture2D>("Block/pathL"); Texture2D pathR3 = Content.Load <Texture2D>("Block/pathR"); Texture2D pathLD3 = Content.Load <Texture2D>("Block/pathLD"); Texture2D pathD3 = Content.Load <Texture2D>("Block/pathD"); Texture2D pathRD3 = Content.Load <Texture2D>("Block/pathRD"); level3.AddTexture(tile);// level 2 texture level3.AddTexture(path3); level3.AddTexture(pathLT3); level3.AddTexture(pathT3); level3.AddTexture(pathRT3); level3.AddTexture(pathL3); level3.AddTexture(pathR3); level3.AddTexture(pathLD3); level3.AddTexture(pathD3); level3.AddTexture(pathRD3); Texture2D[] back = new Texture2D[] { Content.Load <Texture2D>("background") }; background.AddTexture(back); Texture2D[] enemyTexture = new Texture2D[] { Content.Load <Texture2D>("Enemy/Elf1"), Content.Load <Texture2D>("Enemy/Elf2"), Content.Load <Texture2D>("Enemy/Elf3"), Content.Load <Texture2D>("Enemy/Elf4"), Content.Load <Texture2D>("Enemy/Elf5") }; //enemy1 = new Enemy(enemyTexture, Vector2.Zero, 100, 10, 1f);// change speed; //enemy1.SetWaypoints(level.Waypoints); Texture2D[] towerTextures = new Texture2D[] { Content.Load <Texture2D>("Tower/tower"), Content.Load <Texture2D>("Tower/Slow"), Content.Load <Texture2D>("Tower/Snipe") }; Texture2D bulletTexture = Content.Load <Texture2D>("Tower/bullet"); player = new Player(level, towerTextures, bulletTexture); Texture2D healthTexture = Content.Load <Texture2D>("HP"); // set number of wave waveManeger = new WaveManeger(player, level, 16, enemyTexture, healthTexture); // set wave1 waveManeger2 = new WaveManeger2(player, level2, 20, enemyTexture, healthTexture); // set wave2 Texture2D topBar = Content.Load <Texture2D>("toolbar"); SpriteFont font = Content.Load <SpriteFont>("Arial"); toolBar = new Toolbar(topBar, font, new Vector2(0, level.Height * 50)); // The "Normal" texture for the arrow button. Texture2D arrowNormal = Content.Load <Texture2D>("Tower/tower"); // The "MouseOver" texture for the arrow button. Texture2D arrowHover = Content.Load <Texture2D>("Tower/tower"); // The "Pressed" texture for the arrow button. Texture2D arrowPressed = Content.Load <Texture2D>("Tower/tower"); // The "Normal" texture for the spike button. Texture2D slowNormal = Content.Load <Texture2D>("Tower/Slow"); // The "MouseOver" texture for the spike button. Texture2D slowHover = Content.Load <Texture2D>("Tower/Slow"); // The "Pressed" texture for the spike button. Texture2D slowPressed = Content.Load <Texture2D>("Tower/Slow"); Texture2D snipeNormal = Content.Load <Texture2D>("Tower/Snipe"); Texture2D snipeHover = Content.Load <Texture2D>("Tower/Snipe"); Texture2D snipePressed = Content.Load <Texture2D>("Tower/Snipe"); Texture2D StartNormal = Content.Load <Texture2D>("StartButtonPress"); Texture2D StartHover = Content.Load <Texture2D>("StartButtonPress"); Texture2D StartPressed = Content.Load <Texture2D>("StartButtonNormal"); SpriteFont font2 = Content.Load <SpriteFont>("Descrip"); // SpriteFont text_data_wave = Content.Load<SpriteFont>("textFont/File"); // Initialize the arrow button. arrowButton = new Button(arrowNormal, arrowHover, arrowPressed, new Vector2(40, level.Height * 50 + 20), font2, "Arrow"); arrowButton.Clicked += new EventHandler(arrowButton_Clicked); // Initialize the spike button. slowButton = new Button(slowNormal, slowHover, slowPressed, new Vector2(120, level.Height * 50 + 20), font2, "Slow"); slowButton.Clicked += new EventHandler(slowButton_Clicked); snipeButton = new Button(snipeNormal, snipeHover, snipePressed, new Vector2(200, level.Height * 50 + 20), font2, "Snipe"); snipeButton.Clicked += new EventHandler(snipeButton_Clicked); arrowButton.OnPress += new EventHandler(arrowButton_OnPress); slowButton.OnPress += new EventHandler(slowButton_OnPress); snipeButton.OnPress += new EventHandler(snipeButton_OnPress); StartButton = new Button(StartNormal, StartHover, StartPressed, new Vector2(375, 600), font2, "Start"); StartButton.Clicked += new EventHandler(StartButton_Clicked); Stage1Button = new Button(StartNormal, StartHover, StartPressed, new Vector2(100, 600), font2, "Stage1"); Stage1Button.Clicked += new EventHandler(Stage1Button_Clicked); Stage2Button = new Button(StartNormal, StartHover, StartPressed, new Vector2(400, 600), font2, "Stage2"); Stage2Button.Clicked += new EventHandler(Stage2Button_Clicked); Stage3Button = new Button(StartNormal, StartHover, StartPressed, new Vector2(700, 600), font2, "Stage3"); Stage3Button.Clicked += new EventHandler(Stage3Button_Clicked); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Texture2D grass = Content.Load <Texture2D>("Block/grass"); //0 Texture2D path = Content.Load <Texture2D>("Block/path"); //1 Texture2D pathLT = Content.Load <Texture2D>("Block/pathLT"); //2 Texture2D pathT = Content.Load <Texture2D>("Block/pathT"); //3 Texture2D pathRT = Content.Load <Texture2D>("Block/pathRT"); //4 Texture2D pathL = Content.Load <Texture2D>("Block/pathL"); //5 Texture2D pathR = Content.Load <Texture2D>("Block/pathR"); //6 Texture2D pathLD = Content.Load <Texture2D>("Block/pathLD"); //7 Texture2D pathD = Content.Load <Texture2D>("Block/pathD"); //8 Texture2D pathRD = Content.Load <Texture2D>("Block/pathRD"); //9 level.AddTexture(grass); // Add Block GPU level.AddTexture(path); level.AddTexture(pathLT); level.AddTexture(pathT); level.AddTexture(pathRT); level.AddTexture(pathL); level.AddTexture(pathR); level.AddTexture(pathLD); level.AddTexture(pathD); level.AddTexture(pathRD); //Texture2D back = Content.Load<Texture2D>("Block/background"); //background.AddTexture(back); Texture2D[] enemyTexture = new Texture2D[] { Content.Load <Texture2D>("Enemy/Elf1"), Content.Load <Texture2D>("Enemy/Elf2"), Content.Load <Texture2D>("Enemy/Elf3"), Content.Load <Texture2D>("Enemy/Elf4"), Content.Load <Texture2D>("Enemy/Elf5") }; //enemy1 = new Enemy(enemyTexture, Vector2.Zero, 100, 10, 1f);// change speed; //enemy1.SetWaypoints(level.Waypoints); Texture2D[] towerTextures = new Texture2D[] { Content.Load <Texture2D>("Tower/tower"), Content.Load <Texture2D>("Tower/Slow"), Content.Load <Texture2D>("Tower/Snipe") }; Texture2D bulletTexture = Content.Load <Texture2D>("Tower/bullet"); player = new Player(level, towerTextures, bulletTexture); Texture2D healthTexture = Content.Load <Texture2D>("HP"); waveManeger = new WaveManeger(player, level, 16, enemyTexture, healthTexture);// set wave Texture2D topBar = Content.Load <Texture2D>("toolbar"); SpriteFont font = Content.Load <SpriteFont>("Arial"); toolBar = new Toolbar(topBar, font, new Vector2(0, level.Height * 50)); // The "Normal" texture for the arrow button. Texture2D arrowNormal = Content.Load <Texture2D>("Tower/tower"); // The "MouseOver" texture for the arrow button. Texture2D arrowHover = Content.Load <Texture2D>("Tower/tower"); // The "Pressed" texture for the arrow button. Texture2D arrowPressed = Content.Load <Texture2D>("Tower/tower"); // The "Normal" texture for the spike button. Texture2D slowNormal = Content.Load <Texture2D>("Tower/Slow"); // The "MouseOver" texture for the spike button. Texture2D slowHover = Content.Load <Texture2D>("Tower/Slow"); // The "Pressed" texture for the spike button. Texture2D slowPressed = Content.Load <Texture2D>("Tower/Slow"); Texture2D snipeNormal = Content.Load <Texture2D>("Tower/Snipe"); Texture2D snipeHover = Content.Load <Texture2D>("Tower/Snipe"); Texture2D snipePressed = Content.Load <Texture2D>("Tower/Snipe"); SpriteFont font2 = Content.Load <SpriteFont>("Descrip"); // Initialize the arrow button. arrowButton = new Button(arrowNormal, arrowHover, arrowPressed, new Vector2(40, level.Height * 50 + 20), font2); arrowButton.Clicked += new EventHandler(arrowButton_Clicked); // Initialize the spike button. slowButton = new Button(slowNormal, slowHover, slowPressed, new Vector2(120, level.Height * 50 + 20), font2); slowButton.Clicked += new EventHandler(slowButton_Clicked); snipeButton = new Button(snipeNormal, snipeHover, snipePressed, new Vector2(200, level.Height * 50 + 20), font2); snipeButton.Clicked += new EventHandler(snipeButton_Clicked); arrowButton.OnPress += new EventHandler(arrowButton_OnPress); slowButton.OnPress += new EventHandler(slowButton_OnPress); snipeButton.OnPress += new EventHandler(snipeButton_OnPress); }