/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //base initialize calls loadcontent base.Initialize(); random = new Random(); playArea = new Rectangle(lhs, top, rhs - lhs, bot - top); spritePlayer = new Sprite3(true, playerTex, 50, SCREEN_HEIGHT / 2 - 50); spritePlayer.setWidthHeight(100, 100); spritePlayer.setFlip(SpriteEffects.FlipHorizontally); //spritePlayer.setBB(0,0,200, 200); scrollBack = new ScrollBackGround(texBackground, texBackground.Bounds, new Rectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), -1 + playerSpeeeeeed, 2); scrollFore = new ScrollBackGround(texForeground, texForeground.Bounds, new Rectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), -2 + playerSpeeeeeed, 2); textScore = new TextRenderable("Score : " + score.ToString(), new Vector2(100, 100), spriteFont, Color.Red); textStartGame = new TextRenderable("PRESS ENTER TO START", new Vector2(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2), spriteFont, Color.Red); particleList = new SpriteList(); enemyList = new SpriteList(); playerBulletList = new SpriteList(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); ScrollBackGround myScript = (ScrollBackGround)target; if (GUILayout.Button("Place Rock (will delete the previous rocks!)")) { if (myScript != null) { myScript.PlaceRocks(); } } if (GUILayout.Button("Place Torches (will delete the previous torches!)")) { if (myScript != null) { myScript.PlaceTorches(); } } if (GUILayout.Button("Remove All Asthetics (torches and rocks)")) { if (myScript != null) { myScript.RemoveAllAsthetics(); } } myScript.UpdateSize(); }
/// <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); LineBatch.init(GraphicsDevice); // TODO: use this.Content to load your game content here texBack = Util.texFromFile(GraphicsDevice, dir + "ricefield.png"); texpaddle = Util.texFromFile(GraphicsDevice, dir + "slime.png"); texBall = Util.texFromFile(GraphicsDevice, dir + "slime_slice.png"); //*** texEnemy = Util.texFromFile(GraphicsDevice, dir + "ghost.png"); texGrass1 = Util.texFromFile(GraphicsDevice, dir + "grass1.png"); texBoom = Util.texFromFile(GraphicsDevice, dir + "Boom3.png"); font = Content.Load <SpriteFont>("incoming"); paddle = new Sprite3(true, texpaddle, lhs, yy); paddle.setBBToTexture(); enemyList = new SpriteList(); ballList = new SpriteList(); booms = new SpriteList(); back1 = new ScrollBackGround(texBack, texBack.Bounds, new Rectangle(0, 0, rhs, 380), -1, 2); grass1 = new ScrollBackGround(texGrass1, texGrass1.Bounds, new Rectangle(0, bot - (texGrass1.Height + 30), rhs, bot / 2), -1, 2); playArea = new Rectangle(lhs, top, rhs, bot - 10); enemyYY = new Random(); enemySpeed = new Random(); }
public override void EnterLevel(int fromLevelNum) { base.EnterLevel(fromLevelNum); Console.WriteLine("BEGINNING "); if (gameStateManager.getLevel(fromLevelNum) is GameLevel1) { GameLevel1 lastGameLevel = gameStateManager.getLevel(fromLevelNum) as GameLevel1; level = lastGameLevel.level + 1; Console.WriteLine("LEVEL: " + level.ToString()); score = lastGameLevel.score; enemyToSpawn = lastGameLevel.enemyToSpawn + 3; } else { level = 1; score = 0; enemyToSpawn = 10; } enemyCounter = 0; //initialize level texts textLevel = new TextRenderable("LEVEL: " + level.ToString(), new Vector2(20, 20), spriteFont, Color.Red); textScore.text = "Score : " + score.ToString(); //initialize player for new level player = new Player(true, playerTex, 50, Game1.SCREEN_HEIGHT / 2 - 50); player.setWidthHeight(100, 100); player.setFlip(SpriteEffects.FlipHorizontally); //initalize level state levelState = LEVELSTATE.LEVELSTART; //initialize lists particleList = new SpriteList(); enemyList = new SpriteList(); playerBulletList = new SpriteList(); Console.WriteLine("enemyCounter" + enemyCounter); Console.WriteLine("enemyToSpawn" + enemyToSpawn); scrollBack = new ScrollBackGround(texBackground, texBackground.Bounds, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), -1 + player.playerBackgroundSpeed, 2); scrollFore = new ScrollBackGround(texForeground, texForeground.Bounds, new Rectangle(0, 0, Game1.SCREEN_WIDTH, Game1.SCREEN_HEIGHT), -2 + player.playerBackgroundSpeed, 2); //initialize eneemy player targetting. EnemyEasy.player = player; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); LineBatch.init(GraphicsDevice); // load all fonts for the splash screen and levels llFont = Content.Load <SpriteFont>("Large"); mmFont = Content.Load <SpriteFont>("Medium"); ssFont = Content.Load <SpriteFont>("Small"); // load textures from local content directory kcTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/kittyCat.png"; kittyCatTex = Util.texFromFile(GraphicsDevice, kcTexPath); bbTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/Background.png"; backgroundTex = Util.texFromFile(GraphicsDevice, bbTexPath); playerTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/Content/KittyCatFrames.png"; playerTex = Util.texFromFile(GraphicsDevice, playerTexPath); doggyTexPath = @"/Users/jfc/Desktop/CrazyCat_Assignment_GPT/GPT_Assignment/GPT_Assignment/CrazyDogFrames.png"; doggyTex = Util.texFromFile(GraphicsDevice, doggyTexPath); yarnTex = Content.Load <Texture2D>("Yarn"); // position vector for the cat sprite on main splash screen kittyCatVec = new Vector2(275, 50); titleVec = new Vector2(100, 300); sloganVec = new Vector2(290, 400); instructVec = new Vector2(315, 425); levelIntroVec = new Vector2(250, 200); playerVec = new Vector2(600, 400); doggyVec = new Vector2(0, 400); // make the cat sprite for the main splash screen kittyCat = new Sprite3(true, kittyCatTex, kittyCatVec.X, kittyCatVec.Y); // prepare the crazy dog for level 2 crazyDog = new Sprite3(false, doggyTex, doggyVec.X, doggyVec.Y); // color for the level text and alpha value ltCol = new Color(0, 255, 0, 1); // level text initialization levelText = new TextRenderable("Blabla", levelIntroVec, llFont, Color.Red); // source and destination rectangles for the scrolling background backgroundDest = new Rectangle(0, 0, 800, 600); backgroundSource = new Rectangle(0, 0, 800, 600); // draw background background = new ScrollBackGround(backgroundTex, backgroundDest, backgroundSource, 5.0f, 2); // player vector and player texture playerSprite = new Sprite3(true, playerTex, playerVec.X, playerVec.Y); // initialize frame vector playerFrames = new Vector2[10]; // frame vector values 1280x128 playerFrames[0].X = 0; playerFrames[0].Y = 0; playerFrames[1].X = 1; playerFrames[1].Y = 0; playerFrames[2].X = 2; playerFrames[2].Y = 0; playerFrames[3].X = 3; playerFrames[3].Y = 0; playerFrames[4].X = 4; playerFrames[4].Y = 0; playerFrames[5].X = 5; playerFrames[5].Y = 0; playerFrames[6].X = 6; playerFrames[6].Y = 0; playerFrames[7].X = 7; playerFrames[7].Y = 0; playerFrames[8].X = 8; playerFrames[8].Y = 0; playerFrames[9].X = 9; playerFrames[9].Y = 0; // set all the parameters for the cute little kitty cat playerSprite.setWidthHeight(64, 64); playerSprite.setWidthHeightOfTex(1280, 128); playerSprite.setXframes(10); playerSprite.setYframes(0); playerSprite.setBB(0, 0, 128, 128); playerSprite.setAnimationSequence(playerFrames, 0, 9, 15); playerSprite.animationStart(); // the parameters for the player sprite jumping playerJump = false; playerJumpSpeed = 0; // store the initial positions of the player sprite prevPos.Y = playerVec.Y; prevPos.X = playerVec.X; // initialize sounds for the game jumpo = Content.Load <SoundEffect>("Sounds/Boing"); jumpoSound = new LimitSound(jumpo, 1); success = Content.Load <SoundEffect>("Sounds/Success"); successSound = new LimitSound(success, 1); barko = Content.Load <SoundEffect>("Sounds/Growl"); barkoSound = new LimitSound(barko, 1); kaching = Content.Load <SoundEffect>("Sounds/Kaching"); kachingSound = new LimitSound(kaching, 1); yowlin = Content.Load <SoundEffect>("Sounds/Yowl"); yowlinSound = new LimitSound(yowlin, 1); easterEgg = Content.Load <SoundEffect>("Sounds/OhWhatever"); eeSound = new LimitSound(easterEgg, 1); /// yarn ball sprite list /// /// /// /// /// /// yarnBalls = new SpriteList(); Sprite3 yb; for (int i = 0; i < maxYarnBalls; i++) { // temporarily set to doggyVec for positioning - change later? yb = new Sprite3(true, yarnTex, doggyVec.X + i * 50, doggyVec.Y - i * 50); yb.setDeltaSpeed(new Vector2((float)(1 + rnd.NextDouble()), 0)); yb.setWidthHeight(32, 32); yb.setWidthHeightOfTex(32, 32); yb.setHSoffset(new Vector2(32, 32)); yb.setBBToTexture(); yb.setMoveSpeed(2.1f); yarnBalls.addSpriteReuse(yb); } // initialize frame vector for dog doggyFrames = new Vector2[8]; doggyFrames[0].X = 0; doggyFrames[0].Y = 0; doggyFrames[1].X = 1; doggyFrames[1].Y = 0; doggyFrames[2].X = 2; doggyFrames[2].Y = 0; doggyFrames[3].X = 3; doggyFrames[3].Y = 0; doggyFrames[4].X = 4; doggyFrames[4].Y = 0; doggyFrames[5].X = 5; doggyFrames[5].Y = 0; doggyFrames[6].X = 6; doggyFrames[6].Y = 0; doggyFrames[7].X = 7; doggyFrames[7].Y = 0; crazyDog.setWidthHeight(64, 64); crazyDog.setWidthHeightOfTex(1024, 128); crazyDog.setXframes(8); crazyDog.setYframes(0); crazyDog.setBB(0, 0, 128, 128); crazyDog.setAnimationSequence(playerFrames, 0, 7, 15); crazyDog.animationStart(); }
public override void LoadContent() { this.weaponManager = new WeaponManager(); this.players = new List <Player>(); this.bulletActive = false; this.addMaterial = false; this.rocketFlying = false; background = Content.Load <Texture2D>("Textures/Level3/moon"); this.backgroundOriginal = Content.Load <Texture2D>("Textures/Level3/moon"); this.bold = Content.Load <SpriteFont>("Fonts/spriteFontBold"); this.backgroundOriginalColour = new Color[this.backgroundOriginal.Width * this.backgroundOriginal.Height]; this.backgroundOriginal.GetData(this.backgroundOriginalColour); tank = Content.Load <Texture2D>("Textures/tank-custom"); font = Content.Load <SpriteFont>("Fonts/spritefont1"); parachute = Content.Load <Texture2D>("Textures/parachute"); this.scrollTex = Content.Load <Texture2D>("Textures/Level3/background_parallax"); this.missile_thumbnail = Content.Load <Texture2D>("Textures/missile-thumbnail"); color = new Color[background.Width * background.Height]; background.GetData(color); turret = Content.Load <Texture2D>("Textures/turret"); this.tex = Content.Load <Texture2D>("Textures/Particle2"); this.hud = Content.Load <Texture2D>("Textures/hud2"); this.scrollBackGround = new ScrollBackGround(this.scrollTex, new Rectangle(0, 0, 1400, 800), this.backgroundRectangle, 1.0f, 1); bullet = Content.Load <Texture2D>("Textures/circle2"); bulletColor = new Color[bullet.Width * bullet.Height]; bullet.GetData(bulletColor); //Reset the modified terrain from the original texture this.color = this.backgroundOriginalColour; this.background.SetData(this.color); //Initialise the players: players.Add(new Player(0, tank, new Vector2(195, 0), Color.Green, turret, new Vector2(195 + 37, 21), Color.Green, this.weaponManager)); players.Add(new Player(1, tank, new Vector2(1000, 0), Color.Blue, turret, new Vector2(1000 + 37, 21), Color.Blue, this.weaponManager)); players[0].setTurretOrigin(2, 5); players[1].setTurretOrigin(2, 5); levelManager = new LevelManager(players, gameStateManager); levelManager.setCurrentPlayer(players[0]); levelManager.setGameStatus(true); rocketPosition = new Vector2(levelManager.getCurrentPlayer().getPlayerPosition().X + tank.Width / 2, levelManager.getCurrentPlayer().getPlayerPosition().Y); this.p = new ParticleSystemModified(new Vector2(levelManager.getCurrentPlayer().getPlayerPosition().X + (tank.Width / 2), levelManager.getCurrentPlayer().getPlayerPosition().Y), 400, 999, 108); // ps = new ParticleSystem(new Vector2(0,0), 400, 999, 167); //Start the snow particles // simulateSnow(); //Initialise sounds this.launch = Content.Load <SoundEffect>("Sounds/rlaunch"); this.launchInsatnce = this.launch.CreateInstance(); this.hit = Content.Load <SoundEffect>("Sounds/single_explosion"); this.hitInstance = this.hit.CreateInstance(); }