/// <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); Camera.setupGenericTexture(GraphicsDevice); TextureManager.loadAllImages(Content); currentScreen = new MainMenu(); LevelData.Load(); Enemy.Load(); SFXManager.Load(Content); // TODO: use this.Content to load your game content here }
public override void OnReachedTile() { SFXManager.PlayPiano(); for (int i = 0; i < 4; i++) { valid[i] = false; Point target = MoveDir(tile, i); if (isInBounds(target)) { valid[i] = true; } if (((direction == 0 || direction == 2) && (i == 0 || i == 2)) || ((direction == 1 || direction == 3) && (i == 1 || i == 3))) { valid[i] = false; } } int xDist = player.currentPos.X - currentPos.X; int yDist = player.currentPos.Y - currentPos.Y; if (Math.Abs(xDist) > Math.Abs(yDist)) { if (xDist > 0 && valid[0]) { direction = 0; } else if (xDist < 0 && valid[2]) { direction = 2; } else if (yDist > 0 && valid[3]) { direction = 3; } else if (yDist < 0 && valid[1]) { direction = 1; } } else { if (yDist > 0 && valid[3]) { direction = 3; } else if (yDist < 0 && valid[1]) { direction = 1; } else if (xDist > 0 && valid[0]) { direction = 0; } else if (xDist < 0 && valid[2]) { direction = 2; } } if (!valid[direction]) { for (int i = 0; i < 4; i++) { if (valid[i]) { direction = i; } } } }
public override void OnReachedTile() { if (notespawntime != 0) { notespawntime--; } if (GlobalRandom.random.NextDouble() < .05f && notespawntime == 0) { bool occu = false; foreach (Note n in myMap.allNotes) { if (n.currentPos.Equals(currentPos)) { occu = true; } } if (!occu) { myMap.allNotes.Add(new Note(currentPos)); notespawntime = MIN_SPAWN_TIME; SFXManager.PlayE3Spawn(); } } for (int i = 0; i < 4; i++) { valid[i] = false; Point target = MoveDir(tile, i); if (isInBounds(target)) { if (myMap.myData.Map[target.X, target.Y] != 0) { valid[i] = true; } } if ((direction == 0 && i == 2) || (direction == 2 && i == 0) || (direction == 1 && i == 3) || (direction == 3 && i == 1)) { valid[i] = false; } } int xDist = player.currentPos.X - currentPos.X; int yDist = player.currentPos.Y - currentPos.Y; if (Math.Abs(xDist) > Math.Abs(yDist)) { if (xDist > 0 && valid[2]) { direction = 2; } else if (xDist < 0 && valid[0]) { direction = 0; } } else { if (yDist > 0 && valid[1]) { direction = 1; } else if (yDist < 0 && valid[3]) { direction = 3; } } if (!valid[direction]) { for (int i = 0; i < 4; i++) { if (valid[i]) { direction = i; } } } }