Exemplo n.º 1
0
        /// <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);
            spriteSheet.LoadContent(Content);

            paddle.LoadContent(Content, spriteSheet.GetSprite("paddle"), spriteSheet.GetSprite("fire_start_left"), spriteSheet.GetSprite("fire_steady_left"), spriteSheet.GetSprite("fire_start_right"), spriteSheet.GetSprite("fire_steady_right"));

            foreach (Object ball in balls)
            {
                ball.LoadContent(Content, spriteSheet.GetSprite("ball"));
            }
            foreach (Brick brick in bricks)
            {
                Sprite powerup       = null;
                Sprite brickSprite   = spriteSheet.GetSprite("brick" + brick.SpriteNum);
                Sprite crackedSprite = spriteSheet.GetSprite("crackedbrick" + brick.CrackedSpriteNum);
                if (brick.Powerup != null)
                {
                    powerup = spriteSheet.GetSprite(brick.Powerup.GetNameByType());
                    brickSprite.TextureColor = Color.Yellow;
                }
                brick.LoadContent(Content, brickSprite, crackedSprite, powerup);
            }

            particleTexture = Content.Load <Texture2D>("pixel");
            ParticleManager.SetTexture(particleTexture, "smoke");
            ParticleManager.SetTexture(particleTexture, "star");
            ParticleManager.SetTexture(particleTexture, "debris");

            SpawnBall(ballCount, BallSpawnPos);

            parallax.LoadContent(Content);
        }
Exemplo n.º 2
0
 /// <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);
     ball.LoadContent(Content);
     paddle.LoadContent(Content);
 }
Exemplo n.º 3
0
 /// <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);
     ball.LoadContent(Content);
     paddle.LoadContent(Content);
     Scoreboard = Content.Load <Texture2D>("Scoreboard");
     RightScore = Content.Load <Texture2D>("Zero");
     LeftScore  = Content.Load <Texture2D>("Zero");
     paddleRight.LoadContent(Content);
 }
Exemplo n.º 4
0
        /// <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);

            // TODO: use this.Content to load your game content here
            ball.LoadContent(Content);                                   // load in green ball
            paddle.LoadContent(Content);                                 //load in the pixel paddle
            AIpaddle.LoadContent(Content);                               //load in the enemy pixel paddle

            paddle_Bounce = Content.Load <SoundEffect>("Paddle_Bounce"); // load in paddle bounce sound
            spriteFont    = Content.Load <SpriteFont>("Font");
        }
Exemplo n.º 5
0
        /// <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);
            font          = Content.Load <SpriteFont>("Points");
            coinPickupSFX = Content.Load <SoundEffect>("coinPickupSound");

            // TODO: use this.Content to load your game content here
            ball.LoadContent(Content);
            coin.LoadContent(Content);
            paddle.LoadContent(Content);

            smokeTexture        = Content.Load <Texture2D>("smoke");
            smokeParticleSystem = new ParticleSystem(GraphicsDevice, 1000, smokeTexture);
            smokeParticleSystem.SpawnPerFrame = 4;

            // Set the SpawnParticle method
            smokeParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(ball.bounds.X, ball.bounds.Y);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-50, 50, (float)rand.NextDouble()), // X between -50 and 50
                    MathHelper.Lerp(0, 100, (float)rand.NextDouble())   // Y between 0 and 100
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-rand.NextDouble());
                particle.Color        = Color.Gold;
                particle.Scale        = 1f;
                particle.Life         = 1.0f;
            };

            // Set the UpdateParticle method
            smokeParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };

            //////////////////COIN

            coinSparkTexture   = Content.Load <Texture2D>("pixelYellow");
            coinParticleSystem = new ParticleSystem(GraphicsDevice, 1000, coinSparkTexture);
            coinParticleSystem.SpawnPerFrame = 4;

            // Set the SpawnParticle method
            coinParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(coin.bounds.X, coin.bounds.Y);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-70, 70, (float)rand.NextDouble()), // X between -50 and 50
                    MathHelper.Lerp(60, -60, (float)rand.NextDouble())  // Y between 0 and 100
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-rand.NextDouble() / 2);
                particle.Color        = Color.Gold;
                particle.Scale        = 2f;
                particle.Life         = 0.85f;
            };

            // Set the UpdateParticle method
            coinParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration / 10;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };

            ///////////////////PLAYER TRAIL

            playerParticleTexture = Content.Load <Texture2D>("pixelWhite");
            playerParticleSystem  = new ParticleSystem(GraphicsDevice, 1000, playerParticleTexture);
            playerParticleSystem.SpawnPerFrame = 16;

            // Set the SpawnParticle method
            playerParticleSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(paddle.bounds.X, paddle.bounds.Y);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-5, 5, (float)rand.NextDouble()), // X between -50 and 50
                    MathHelper.Lerp(-5, 5, (float)rand.NextDouble())  // Y between 0 and 100
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-rand.NextDouble());
                particle.Color        = Color.Gold;
                particle.Scale        = 2f;
                particle.Life         = 2.0f;
            };

            // Set the UpdateParticle method
            playerParticleSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };



            var backgroundTexture = Content.Load <Texture2D>("mountainBACK1");
            var backgroundSprite  = new StaticSprite(backgroundTexture);
            var backgroundLayer   = new ParallaxLayer(this);

            backgroundLayer.Sprites.Add(backgroundSprite);
            backgroundLayer.DrawOrder = 0;
            Components.Add(backgroundLayer);


            var cloudTexture = Content.Load <Texture2D>("clouds2");
            var cloudSprite  = new StaticSprite(cloudTexture);
            var cloudLayer   = new ParallaxLayer(this);

            cloudLayer.Sprites.Add(cloudSprite);
            cloudLayer.DrawOrder = 1;
            Components.Add(cloudLayer);


            var landTexture = Content.Load <Texture2D>("land3");
            var landSprite  = new StaticSprite(landTexture);
            var landLayer   = new ParallaxLayer(this);

            landLayer.Sprites.Add(landSprite);
            landLayer.DrawOrder = 2;
            Components.Add(landLayer);

            var topBTexture = Content.Load <Texture2D>("topbleachers4");
            var topBSprite  = new StaticSprite(topBTexture);
            var topBLayer   = new ParallaxLayer(this);

            topBLayer.Sprites.Add(topBSprite);
            topBLayer.DrawOrder = 3;
            Components.Add(topBLayer);

            var midBTexture = Content.Load <Texture2D>("middlebleachers5");
            var midBSprite  = new StaticSprite(midBTexture);
            var midBLayer   = new ParallaxLayer(this);

            midBLayer.Sprites.Add(midBSprite);
            midBLayer.DrawOrder = 4;
            Components.Add(midBLayer);

            var botBTexture = Content.Load <Texture2D>("bottombleachers6");
            var botBSprite  = new StaticSprite(botBTexture);
            var botBLayer   = new ParallaxLayer(this);

            botBLayer.Sprites.Add(botBSprite);
            botBLayer.DrawOrder = 5;
            Components.Add(botBLayer);



            backgroundLayer.ScrollController = new PlayerTrackingScrollController(paddle, 0.1f);
            cloudLayer.ScrollController      = new PlayerTrackingScrollController(paddle, 0.2f);
            landLayer.ScrollController       = new PlayerTrackingScrollController(paddle, 0.4f);
            topBLayer.ScrollController       = new PlayerTrackingScrollController(paddle, 0.6f);
            midBLayer.ScrollController       = new PlayerTrackingScrollController(paddle, 0.8f);
            botBLayer.ScrollController       = new PlayerTrackingScrollController(paddle, 1.0f);
        }