/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { #if (!ARCADE) // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); #endif //Textures AssetManager.AddTexture("pixel", Content.Load<Texture2D>("pixel")); AssetManager.AddTexture("paddles", Content.Load<Texture2D>("paddles")); AssetManager.AddTexture("block", Content.Load<Texture2D>("block")); //AssetManager.AddTexture("ball", Content.Load<Texture2D>("ball_spritesheet")); AssetManager.AddTexture("balls", Content.Load<Texture2D>("balls")); AssetManager.AddTexture("softparticle", Content.Load<Texture2D>("softparticle")); AssetManager.AddTexture("powerup", Content.Load<Texture2D>("powerup")); AssetManager.AddTexture("level1bg", Content.Load<Texture2D>("level1bg")); AssetManager.AddTexture("heart", Content.Load<Texture2D>("heart")); AssetManager.AddTexture("heart_blue", Content.Load<Texture2D>("heart_blue")); AssetManager.AddTexture("gun", Content.Load<Texture2D>("gun")); //Fonts AssetManager.AddFont("main", Content.Load<SpriteFont>("MainFont")); //Sound effects AssetManager.AddSound("bounce", Content.Load<SoundEffect>("bounce")); AssetManager.AddSound("death", Content.Load<SoundEffect>("death")); AssetManager.AddSound("powerup", Content.Load<SoundEffect>("powerup_get")); //Music gm = new GameplayManager(Content.RootDirectory); }
public Paddle(PlayerIndex playerIndex, GameplayManager gm, Vector2 position, float width, float height, float maxTranslation, World world) : base(world) { this.playerIndex = playerIndex; this.gm = gm; this.width = width; this.height = height; this.maxTranslation = maxTranslation; startPos = new Vector2(position.X,position.Y) ; body = BodyFactory.CreateRectangle(world, width, height, 1, position); body.BodyType = BodyType.Dynamic; body.CollidesWith = Category.Cat1 | Category.Cat3; body.CollisionCategories = Category.Cat2; body.Restitution = 1.0f; body.Friction = 0.0f; body.UserData = this; ground = BodyFactory.CreateRectangle(world, 1, 1, 1); joint = JointFactory.CreatePrismaticJoint(world, ground, body, position, new Vector2(1, 0),true); joint.LowerLimit = -maxTranslation + width / 2.0f; joint.UpperLimit = maxTranslation - width / 2.0f; joint.LimitEnabled = true; body.LinearDamping = 7.0f; }
public PowerUp(GameplayManager gm, World world, Vector2 position, PowerUpType type) : base(world) { this.gm = gm; this.type = type; body = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(40), ConvertUnits.ToSimUnits(40), 1, position); body.BodyType = BodyType.Dynamic; body.CollidesWith = Category.Cat2; body.CollisionCategories = Category.Cat3; body.OnCollision += OnCollision; body.UserData = this; body.ApplyLinearImpulse(new Vector2(0, 1.0f)); }
public Player(GameplayManager gm, Paddle paddle, PlayerIndex playerIndex) { this.gm = gm; this.paddle = paddle; this.playerIndex = playerIndex; }