protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //load song info mainMenuSong = Content.Load<Song>(@"Audio\Intro"); // load menu song levelOneSong = Content.Load<Song>(@"Audio\LevelOne"); // load level one song gameOverSong = Content.Load<Song>(@"Audio\GameOver"); // load game over song victrySong = Content.Load<Song>(@"Audio\Victory"); // load victory song MediaPlayer.IsRepeating = true; // define that long is to restart once it is over t2dGameScreen = Content.Load<Texture2D>(@"Textures\hud"); // load hud image spriteFont = Content.Load<SpriteFont>(@"Fonts\Pericles"); // load font type startScreen = new StartScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("menu")); Components.Add(startScreen); startScreen.Hide(); actionScreen = new ActionScreen(this, spriteBatch, Content.Load<Texture2D>(@"Textures\PrimaryBackground"), Content); Components.Add(actionScreen); actionScreen.Hide(); instructionsScreen = new InstructionsScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("InstructionBook")); Components.Add(instructionsScreen); instructionsScreen.Hide(); creditScreen = new CreditScreen(this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("menu")); Components.Add(creditScreen); creditScreen.Hide(); quitScreen = new PopUpScreen( this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>("alienmetal")); Components.Add(quitScreen); quitScreen.Hide(); gOverScreen = new GameOverScreen( this, spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>(@"Textures\gameover")); Components.Add(gOverScreen); gOverScreen.Hide(); victoryScreen = new VictoryScreen(this,spriteBatch, Content.Load<SpriteFont>("menufont"), Content.Load<Texture2D>(@"Textures\victory")); Components.Add(victoryScreen); victoryScreen.Hide(); actionScreen.desiredHeight = 600; // set the height of the action screen actionScreen.desiredWidth = 800; // set the width of the action screen // set the display resolution graphics.PreferredBackBufferHeight = actionScreen.desiredHeight; graphics.PreferredBackBufferWidth = actionScreen.desiredWidth; graphics.ApplyChanges(); actionScreen.lowerLimitShipPosition = actionScreen.desiredHeight - 53; // sets lowest position of the ship to be 53 pixels less than height of game because of the HUB actionScreen.upperLimitShipPosition = 36; // sets highest position that the ship can move 36 because of the HUB actionScreen.leftLimitShipPosition = 0; // does not allow ship to move outside of the screen in the left side actionScreen.rightLimitShipPosition = actionScreen.desiredWidth - 72; // 72 is the size of the ship sprite. actionScreen.pixelsToMoveInYPosition = 3; // it is how many pixels - how fast - i want the ship to move in the y position actionScreen.pixelsToMoveInXPosition = 3; // it is how many pixels - how fast - i want the ship to move in the x position actionScreen.pixelsToMoveBackgroundPosition = 6; // defines the speed that the background should be constantly moving activeScreen = startScreen; // set the active screen to the start screen - this is the first screen that will be shown for the user activeScreen.Show(); // show the first screen }
public void Initialize() { Game game = MockRepository.GenerateStub<Game>(); testGame = MockRepository.GenerateStub<Starfighter>(game); action = new ActionScreen(game,testGame.spriteBatch); }