public virtual void LoadContent(ContentManager Content, InputManager inputManager) { content = new ContentManager(Content.ServiceProvider, "Content"); attributes = new List<List<string>>(); contents = new List<List<string>>(); this.inputManager = inputManager; }
public virtual void UnloadContent() { content.Unload(); inputManager = null; attributes.Clear(); contents.Clear(); }
public virtual void LoadContent(ContentManager content, InputManager input) { //make new instance instead of doing this.content = content because when we unload this content manager instance //we don't want to unload everything else that could been loaded in with that content manager instance this.content = new ContentManager(content.ServiceProvider, "Content"); attributes = new List<List<string>>(); contents = new List<List<string>>(); }
public override void LoadContent(ContentManager content, InputManager input) { base.LoadContent(content, input); player = new Player(); map = new Map(); map.LoadContent(content, map, "Map1"); player.LoadContent(content, input); }
/// <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); inputManager = new InputManager(); ScreenManager.Instance.LoadContent(Content, inputManager); // TODO: use this.Content to load your game content here }
public override void LoadContent(ContentManager Content, InputManager inputManager) { base.LoadContent(Content, inputManager); if (font == null) { font = this.content.Load<SpriteFont>("Font1"); } menu = new MenuManager(); menu.LoadContent(content, "Title"); }
public void AddScreen(GameScreen screen, InputManager inputManager) { transition = true; //lets us know we are transitioning fade.IsActive = true; fade.Alpha = 0.0f; //0 is fully transparent fade.ActivateValue = 1.0f; //1 is fully opaque fade.Increase = true; newScreen = screen; //here in case some other function deletes top screen from stack this.inputManager = inputManager; }
public override void Update(GameTime gameTime, InputManager inputManager, Collision col, Layers layer) { moveAnimation.IsActive = true; if (inputManager.KeyDown(Keys.Right, Keys.D)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 2); position.X += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } else if (inputManager.KeyDown(Keys.Left, Keys.A)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 1); position.X -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } else if (inputManager.KeyDown(Keys.Down, Keys.S)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 0); position.Y += moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } else if (inputManager.KeyDown(Keys.Up, Keys.W)) { moveAnimation.CurrentFrame = new Vector2(moveAnimation.CurrentFrame.X, 3); position.Y -= moveSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { moveAnimation.IsActive = false; } for (int i = 0; i < col.CollisionMap.Count; i++) { for (int j = 0; j < col.CollisionMap[i].Count; j++) { if (col.CollisionMap[i][j] == "x") //check only for obstructed tiles { if (position.X + moveAnimation.FrameWidth < j * layer.TileDimensions.X || position.X > j * layer.TileDimensions.X + layer.TileDimensions.X || position.Y + moveAnimation.FrameHeight < i * layer.TileDimensions.Y || position.Y > i * layer.TileDimensions.Y + layer.TileDimensions.Y) { //no collision } else { position = moveAnimation.Position; //move animation position is last frame position } } } } moveAnimation.Position = position; ssAnimation.Update(gameTime, ref moveAnimation); }
public override void LoadContent(ContentManager Content, InputManager inputManager) { base.LoadContent(Content, inputManager); if (font == null) { font = this.content.Load<SpriteFont>("Font1"); } imageNumber = 0; fileManager = new FileManager(); animation = new List<Animation>(); fAnimation = new FadeAnimation(); images = new List<Texture2D>(); fileManager.LoadContent("Load/Splash.txt", attributes, contents); for (int i = 0; i < attributes.Count; i++) { for (int j = 0; j < attributes[i].Count; j++) { switch(attributes[i][j]) { default: case "Image": images.Add(this.content.Load<Texture2D>("SplashScreen/" + contents[i][j])); animation.Add(new FadeAnimation()); break; case "Sound": break; } } } for (int i = 0; i < animation.Count; i++) { animation[i].LoadContent(content, images[i], "", Vector2.Zero); //in case image is different size than viewport // ImageWidth / 2 * scale - (imageWidth /2) // ImageHeight / 2 * scale - (imageHeight / 2) animation[i].Scale = 1f; //can scale images here in splash screen animation[i].IsActive = true; } }
public override void LoadContent(ContentManager content, InputManager input) { base.LoadContent(content, input); fileManager = new FileManager(); moveAnimation = new Animation(); Vector2 tempFrames = Vector2.Zero; moveSpeed = 100f; fileManager.LoadContent("Load/Player.txt", attributes, contents); for (int i = 0; i < attributes.Count; i++) { for (int j = 0; j < attributes[i].Count; j++) { switch (attributes[i][j]) { case "Health": health = int.Parse(contents[i][j]); break; case "Frames": string[] frames = contents[i][j].Split(' '); tempFrames = new Vector2(int.Parse(frames[0]), int.Parse(frames[1])); break; case "Image": image = this.content.Load<Texture2D>(contents[i][j]); break; case "Position": frames = contents[i][j].Split(' '); position = new Vector2(int.Parse(frames[0]), int.Parse(frames[1])); break; } } } moveAnimation.Frames = new Vector2(3, 4); moveAnimation.LoadContent(content, image, "", position); }
public void Update(GameTime gameTime, InputManager inputManager) { if (axis == 1) //axis is horizontal { if (inputManager.KeyPressed(Keys.Right, Keys.D)) { itemNumber++; //item we are highlighting } else if (inputManager.KeyPressed(Keys.Left, Keys.A)) { itemNumber--; } } else //axis is vertical { if (inputManager.KeyPressed(Keys.Down, Keys.S)) { itemNumber++; //item we are highlighting } else if (inputManager.KeyPressed(Keys.Up, Keys.W)) { itemNumber--; } } if (inputManager.KeyPressed(Keys.Enter, Keys.Z)) { if (linkType[itemNumber] == "Screen") { //create type based on namespace and the linkID (from menus.txt) //thus this assigns Type to the class name established in the file manager txt Type newClass = Type.GetType("TestGame1." + linkID[itemNumber]); //cast classname as a game screen through activator and add that instance of game screen through screen manager ScreenManager.Instance.AddScreen((GameScreen)Activator.CreateInstance(newClass), inputManager); } } //can do menu item wrapping here depending on key strokes if (itemNumber < 0) { itemNumber = 0; } else if (itemNumber > menuItems.Count - 1) { itemNumber = menuItems.Count - 1; } for (int i = 0; i < animation.Count; i++) { for (int j = 0; j < animationTypes.Count; j++) { if (itemNumber == i) { animation[i].IsActive = true; } else { animation[i].IsActive = false; } Animation a = animation[i]; switch (animationTypes[i]) { case "Fade": fAnimation.Update(gameTime, ref a); break; case "SSheet": ssAnimation.Update(gameTime, ref a); break; } animation[i] = a; } } }
public override void Update(GameTime gameTime, InputManager inputManager, Collision col, Layers layer) { }
public override void LoadContent(ContentManager content, InputManager input) { base.LoadContent(content, input); }
public virtual void Update(GameTime gameTime, InputManager inputManager, Collision col, Layers layer) { }
public void LoadContent(ContentManager Content, InputManager inputManager) { content = new ContentManager(Content.ServiceProvider, "Content"); currentScreen.LoadContent(content, inputManager); nullImage = this.content.Load<Texture2D>("null"); fadeTexture = this.content.Load<Texture2D>("fade"); animation.LoadContent(content, fadeTexture, "", Vector2.Zero); animation.Scale = dimensions.X; }
public void AddScreen(GameScreen screen, InputManager inputManager, float alpha) { transition = true; //lets us know we are transitioning fade.IsActive = true; fade.ActivateValue = 1.0f; //1 is fully opaque newScreen = screen; //here in case some other function deletes top screen from stack this.inputManager = inputManager; if (alpha != 1.0f) { fade.Alpha = 1.0f - alpha; } else { fade.Alpha = alpha; fade.Increase = true; } }
public void Initialize() { currentScreen = new SplashScreen(); fade = new FadeAnimation(); inputManager = new InputManager(); }