Exemplo n.º 1
0
        // Begins or continues playback of an animation.
        public void PlayAnimation(Animation animation)
        {
            // If this animation is already running, do not restart it.
            if (Animation == animation)
                return;

            // Start the new animation.
            this.animation = animation;
            this.frameIndex = 0;
            this.time = 0.0f;
        }
Exemplo n.º 2
0
        // Loads the player sprite sheet and sounds.
        public void LoadContent()
        {
            // Gets whether in space/water etc.
            UpdateLevelSpecificState();

            if (carRaceMode)
            {
                idleAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "vehicle"), 0.1f, false);
                walkAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "vehicle"), 0.1f, true);
                jumpAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "jump"), 0.15f, false);
                rollAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "spin"), 0.1f, true);
                //celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Celebrate"), 0.1f, false);
                dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Die"), 0.1f, false);
            }
            else
            {

                // Load animated textures depending on level
                idleAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Idle"), 0.1f, true);
                walkAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Walk"), 0.1f, true);
                jumpAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Jump"), 0.1f, false);
                duckAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Duck"), 0.1f, false);
                sprintAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Sprint"), 0.1f, true);
                rollAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Roll"), 0.1f, true);
                vehicleAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "vehicle"), 0.1f, true);
                climbAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Climb"), 0.1f, true);
                climbIdleAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Climb"), 0.1f, false);

                if (inSudo3D)
                {
                    walkUpAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "WalkUp"), 0.1f, true);
                    walkDownAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "WalkDown"), 0.1f, true);
                }

                celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Celebrate"), 0.1f, false);

                if (level.LevelIndex == 4 || level.LevelIndex == 5 || level.LevelIndex == 10)
                    dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Die2"), 0.1f, false);
                else
                    dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Die"), 0.1f, false);

                // If playing as square player
                if (level.LevelIndex == 10)
                {
                    monkeyBarAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "MonkeyBar"), 0.1f, true);
                    monkeyBarIdleAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "MonkeyBar"), 0.1f, false);
                }
                else
                {
                    monkeyBarAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/MonkeyBar"), 0.1f, true);
                    monkeyBarIdleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/MonkeyBar"), 0.1f, false);
                }

                swimAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Swim"), 0.1f, true);
                swimIdleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/SwimIdle"), 0.1f, true);

                // If playing as square player
                if (level.LevelIndex == 10)
                    flyAnimation = new Animation(Level.Content.Load<Texture2D>(GetPlayerTheme() + "Fly"), 0.1f, true);
                else
                    flyAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/Player/Fly"), 0.1f, true);

                swingPoleTex = level.Content.Load<Texture2D>("Sprites/Player/Swing");
                swingOrigin.X = swingPoleTex.Width / 2;
                swingOrigin.Y = swingPoleTex.Height / 10;
            }

            // Calculate bounds within texture size.
            int width = (int)(idleAnimation.FrameWidth * 0.4);
            int left = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameWidth * 0.8);
            int top = idleAnimation.FrameHeight - height;
            localBounds = new Rectangle(left, top, width, height);

            // Load sounds.
            killedSound = Level.Content.Load<SoundEffect>("Sounds/PlayerKilled");
            jumpSound = Level.Content.Load<SoundEffect>("Sounds/PlayerJump");
            boingSound = Level.Content.Load<SoundEffect>("Sounds/Boing");
            fallSound = Level.Content.Load<SoundEffect>("Sounds/PlayerFall");
            gunReloadSound = Level.Content.Load<SoundEffect>("Sounds/GunReload");
            checkpointSound = Level.Content.Load<SoundEffect>("Sounds/Checkpoint");

            // Fonts
            infoFont = Level.Content.Load<SpriteFont>("Fonts/Hud");
        }
Exemplo n.º 3
0
        // Loads a particular enemy sprite sheet and sounds.
        public void LoadContent(string spriteSet)
        {
            // Load animations.
            spriteSet = "Sprites/" + spriteSet + "/";
            walkAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Walk"), 0.1f, true);
            idleAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Idle"), 0.15f, true);
            dieAnimation = new Animation(Level.Content.Load<Texture2D>(spriteSet + "Die"), 0.15f, false);
            sprite.PlayAnimation(idleAnimation);

            if (monsterType == "MonsterD")
                deathSound = Level.Content.Load<SoundEffect>("Sounds/Explosion");
            else
                deathSound = Level.Content.Load<SoundEffect>("Sounds/MonsterKilled");

            // Calculate bounds within texture size.
            int width = (int)(idleAnimation.FrameWidth * 0.35);
            int left = (idleAnimation.FrameWidth - width) / 2;
            int height = (int)(idleAnimation.FrameHeight * 0.7);
            int top = idleAnimation.FrameHeight - height;
            localBounds = new Rectangle(left, top, width, height);
        }
Exemplo n.º 4
0
        private void LoadContent()
        {
            mouse = game.Content.Load<Texture2D>("Sprites/mouse");
            titleBanner = game.Content.Load<Texture2D>("Sprites/titleBanner");
            changeSelectionSound = game.Content.Load<SoundEffect>("Sounds/menuChangeSelection");

            walkAnimation = new Animation(game.Content.Load<Texture2D>("Sprites/Player/Walk"), 0.1f, true);

            // Load scrolling background images
            String ext = "Backgrounds/MainMenu/Background0";
            bg1 = game.Content.Load<Texture2D>(ext + "1");
            bg2 = game.Content.Load<Texture2D>(ext + "2");
            bg3 = game.Content.Load<Texture2D>(ext + "3");
            bg4 = game.Content.Load<Texture2D>(ext + "4");
            bg5 = game.Content.Load<Texture2D>(ext + "5");

            // Initalize inital image positions
            p[0] = new Vector2(0, 0);
            p[1] = new Vector2(p[0].X + bg1.Width, 0);
            p[2] = new Vector2(p[1].X + bg2.Width, 0);
            p[3] = new Vector2(p[2].X + bg3.Width, 0);
            p[4] = new Vector2(p[3].X + bg4.Width, 0);
        }
Exemplo n.º 5
0
        public void LoadContent()
        {
            string bulletFolder = "Tiles/Bullets/";
            // Load different bullet texture depending on gun
            if (powerBullet)
                bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "powerBullet");

            else if (PlayerBullet)
            {
                if (level.Player.inVehicle)
                    bulletTex = Level.Content.Load<Texture2D>(bulletFolder + level.GetTileSet() + "vehicleBullet");
                else
                {
                    switch (level.Player.currGun)
                    {
                        case Gun.Pistol:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "pistolBullet"); break;
                        case Gun.Uzi:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "uziBullet"); break;
                        case Gun.Sniper:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "sniperBullet"); break;
                        case Gun.Harpoon:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "harpoonBullet");
                            break;
                        case Gun.SpaceBlaster:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "spaceBlasterBullet"); break;
                        case Gun.Multidirectional:
                            bulletTex = Level.Content.Load<Texture2D>(bulletFolder + "multiDirectionalBullet"); break;
                        // default:
                        // bulletTex = Level.Content.Load<Texture2D>("Sprites/pistolBullet"); break;
                    }
                }
            }
            // If fired from turret load turret bullet
            else
            {
                //if ((turret.enemy != null && turret.enemy.fireVertical) || (enemy != null && enemy.fireVertical)) bulletRotation = MathHelper.ToRadians(270);
                    bulletTex = Level.Content.Load<Texture2D>(bulletFolder + level.GetTileSet() + "turretBullet");

            }

            // Load different bullet sound depending on gun
            if (powerBullet)
                shootSound = Level.Content.Load<SoundEffect>("Sounds/Explosion");
            else if (PlayerBullet)
            {
                switch (level.Player.currGun)
                {
                    case Gun.Pistol:
                        shootSound = Level.Content.Load<SoundEffect>("Sounds/Pistol"); break;
                    case Gun.Uzi:
                        shootSound = Level.Content.Load<SoundEffect>("Sounds/Uzi"); break;
                    case Gun.Sniper:
                        shootSound = Level.Content.Load<SoundEffect>("Sounds/Sniper"); break;
                    case Gun.Harpoon:
                        if (level.Player.inVehicle)
                            shootSound = Level.Content.Load<SoundEffect>("Sounds" + level.GetTileSet() + "/VehicleGun");
                        else
                            shootSound = Level.Content.Load<SoundEffect>("Sounds/Harpoon");
                        break;
                    case Gun.SpaceBlaster:
                        shootSound = Level.Content.Load<SoundEffect>("Sounds/SpaceBlaster"); break;
                    case Gun.Multidirectional:
                        if (level.Player.sniperMode)
                            shootSound = Level.Content.Load<SoundEffect>("Sounds/Sniper");
                        else
                            shootSound = Level.Content.Load<SoundEffect>("Sounds/Uzi"); break;
                    // deafult:
                    // bulletTex = Level.Content.Load<Texture2D>("Sprites/pistolBullet"); break;
                }
            }
            sniperShotAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/sniperShotAnimation"), 0.1f, false);
            blankAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/blankAnimation"), 0.3f, false);
            explosionTex = Level.Content.Load<Texture2D>("Tiles/explosion");
            reloadSound = Level.Content.Load<SoundEffect>("Sounds/GunReload");
            hitTarget = Level.Content.Load<SoundEffect>("Sounds/HitTarget");
        }