/////////////////////////////////////// CONSTRUCTOR ///////////////////////////////////// public SoundManager(ContentManager content) { // INSTANTIATE: the content manager myContent = new MyContentManager(content); // INSTANTIATE: the list of sounds, giving it a limit of 1 soundEffects = new List <SoundEffectInstance>(1); }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) content = new MyContentManager(ScreenManager.Game.Services, "Content"); backgroundTexture = content.Load<Texture2D>("Textures/background"); }
public enemy1(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _texture = MyContentManager.GetInstance().LoadContent <Texture2D>("pig1_230x85"); _idleAnimation = new Animation(); _idleAnimation.AddFrame(new Rectangle(0, 0, 115, 85), TimeSpan.FromSeconds(.25)); _idleAnimation.AddFrame(new Rectangle(115, 0, 115, 85), TimeSpan.FromSeconds(.25)); isTurnright = true; _upray = new Ray2D(new Vector2(position.X + width / 2, position.Y), new Vector2(0, -0.01f)); _downray = new Ray2D(new Vector2(position.X + width / 2, position.Y + height), new Vector2(0, 0.01f)); _rightray = new Ray2D(new Vector2(position.X + width, position.Y + height / 2), new Vector2(0.01f, 0)); _leftray = new Ray2D(new Vector2(position.X, position.Y + height / 2), new Vector2(-0.01f, 0)); _canUp = true; _canDown = true; _canRight = true; _canLeft = true; _speed = 2; Health = 10; _isfindHero = false; _state = EnemyPigState.XL; changetime = 2.0f; changetimer = 0.0f; rushtime = 0.7f; rushtimer = 0.0f; stoptime = 2.0f; stoptimer = 0.0f; rnd = new Random(); rndnum = 0; EnemySprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); }
public tile1() { _texture = MyContentManager.GetInstance().LoadContent <Texture2D>("tile1"); _tileList = new List <Rectangle>(); _tileList.Add(new Rectangle(0, 0, 100, 100)); _tileList.Add(new Rectangle(100, 0, 100, 100)); _tileList.Add(new Rectangle(200, 0, 100, 100)); }
public smallGun(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _bulletData = MyContentManager.GetInstance().LoadContent <MyXMLData.BulletData.bullet1_data>("bullet1_data"); _weaponTexture = MyContentManager.GetInstance().LoadContent <Texture2D>("samllgun"); WeaponSprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); var tempx = (float)(WeaponSprite.Width * Math.Cos(WeaponSprite.Rotation)); var tempy = (float)(WeaponSprite.Width * Math.Sin(WeaponSprite.Rotation)); _firePosition = WeaponSprite.Position + new Vector2(tempx, tempy); }
public GraphicsProperties(Matrix projectionMatrix, Matrix viewMatrix, MyContentManager contentManager, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, RenderTarget2D renderTarget) { pm = projectionMatrix; vm = viewMatrix; cm = contentManager; gd = graphicsDevice; sb = spriteBatch; rt = renderTarget; }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = WindowsManager.GetInstance().ScreenWidth; graphics.PreferredBackBufferHeight = WindowsManager.GetInstance().ScreenHeight; Content.RootDirectory = "Content"; MyContent = new MyContentManager(Content); MyContent.Instance = MyContent; KeyboardObject.Init(); GameManager.GetInstance(); }
public boomEffect1(Vector2 position) { _position = position; BoomAnimation = new Animation(); BoomAnimation.IsLoop = false; BoomAnimation.FrameNum = 5; Texture = MyContentManager.GetInstance().LoadContent <Texture2D>("boomEffect1"); BoomAnimation.AddFrame(new Rectangle(0, 0, 33, 32), TimeSpan.FromSeconds(.15)); BoomAnimation.AddFrame(new Rectangle(33, 0, 33, 32), TimeSpan.FromSeconds(.15)); BoomAnimation.AddFrame(new Rectangle(66, 0, 33, 32), TimeSpan.FromSeconds(.15)); BoomAnimation.AddFrame(new Rectangle(99, 0, 33, 32), TimeSpan.FromSeconds(.15)); BoomAnimation.AddFrame(new Rectangle(132, 0, 33, 32), TimeSpan.FromSeconds(.15)); _currentAnimation = BoomAnimation; }
public EnemyBoom1(Vector2 position) { _position = position; BoomAnimation = new Animation(); BoomAnimation.IsLoop = false; BoomAnimation.FrameNum = 6; Texture = MyContentManager.GetInstance().LoadContent <Texture2D>("EnemyBoom1"); BoomAnimation.AddFrame(new Rectangle(0, 0, 100, 100), TimeSpan.FromSeconds(.1)); BoomAnimation.AddFrame(new Rectangle(100, 0, 100, 100), TimeSpan.FromSeconds(.1)); BoomAnimation.AddFrame(new Rectangle(200, 0, 100, 100), TimeSpan.FromSeconds(.1)); BoomAnimation.AddFrame(new Rectangle(300, 0, 100, 100), TimeSpan.FromSeconds(.1)); BoomAnimation.AddFrame(new Rectangle(400, 0, 100, 100), TimeSpan.FromSeconds(.1)); BoomAnimation.AddFrame(new Rectangle(500, 0, 100, 100), TimeSpan.FromSeconds(.1)); _currentAnimation = BoomAnimation; }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { content = new MyContentManager(Services,"Content"); graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = GameVariables.win_Width; graphics.PreferredBackBufferHeight = GameVariables.win_Height; // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); }
public Boss1(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _texture = MyContentManager.GetInstance().LoadContent <Texture2D>("enemyBoss"); _idleAniamtion = new Animation(); _idleAniamtion.AddFrame(new Rectangle(0, 0, 163, 154), TimeSpan.FromSeconds(.25)); _currentAnimation = _idleAniamtion; isTurnright = true; _bulletspeed = 10; _speed = 2; Health = 100; EnemySprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); _upray = new Ray2D(new Vector2(position.X + width / 2, position.Y), new Vector2(0, -0.01f)); _downray = new Ray2D(new Vector2(position.X + width / 2, position.Y + height), new Vector2(0, 0.01f)); _rightray = new Ray2D(new Vector2(position.X + width, position.Y + height / 2), new Vector2(0.01f, 0)); _leftray = new Ray2D(new Vector2(position.X, position.Y + height / 2), new Vector2(-0.01f, 0)); _canUp = true; _canDown = true; _canRight = true; _canLeft = true; movetime = 3.0f; rushtime = 1.5f; attacktime = 2.0f; supattacktime = 2.0f; delay = 0.2f; movetimer = 0.0f; rushtimer = 0.0f; attacktimer = 0.0f; supattacktimer = 0.0f; firetimer = 0.0f; _state = BossState.MOVE; }
public enemygGBL(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _texture = MyContentManager.GetInstance().LoadContent <Texture2D>("enemyGBL"); _idleAniamtion = new Animation(); _idleAniamtion.AddFrame(new Rectangle(0, 0, 100, 130), TimeSpan.FromSeconds(.25)); _idleAniamtion.AddFrame(new Rectangle(100, 0, 100, 130), TimeSpan.FromSeconds(.25)); _currentAnimation = _idleAniamtion; isTurnright = true; _bulletspeed = 10; _speed = 2; Health = 10; EnemySprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); _upray = new Ray2D(new Vector2(position.X + width / 2, position.Y), new Vector2(0, -0.01f)); _downray = new Ray2D(new Vector2(position.X + width / 2, position.Y + height), new Vector2(0, 0.01f)); _rightray = new Ray2D(new Vector2(position.X + width, position.Y + height / 2), new Vector2(0.01f, 0)); _leftray = new Ray2D(new Vector2(position.X, position.Y + height / 2), new Vector2(-0.01f, 0)); _canUp = true; _canDown = true; _canRight = true; _canLeft = true; rnd = new Random(); _state = GBLSate.XL; rndnum = rnd.Next(0, 4); changetime = 2.0f; changetimer = 0.0f; stoptime = 2.0f; stoptimer = 0.0f; attacktime = 2.0f; attacktimer = 0.0f; firetime = 0.5f; firetimer = 0.0f; }
public DrawingComponents(GraphicsProperties gp) { this.viewMatrix = gp.ViewMatrix; this.projectionMatrix = gp.ViewMatrix; this.device = gp.GraphicsDevice; this.content = gp.ContentManager; this.spriteBatch = gp.SpriteBatch; //** set up scene Render taget, main target for all object drawing **/ PresentationParameters pp = device.PresentationParameters; int height = pp.BackBufferHeight; int width = pp.BackBufferWidth; SurfaceFormat format = pp.BackBufferFormat; sceneRenderTarget = gp.RenderTarget; renderEffects = content.Load<Effect>("RenderAssets/RenderEffects"); shieldModel = LoadModel("RenderAssets/cruiserShield", content); lightBloom = new LightBloom(); lightBloom.LoadContent(spriteBatch, content, device, sceneRenderTarget); }
public Stage1() { _wallTexture = MyContentManager.GetInstance().LoadContent <Texture2D>("wall1"); stagedata = new MyXMLData.StageData.Stage1Data(); stagedata = MyContentManager.GetInstance().LoadContent <MyXMLData.StageData.Stage1Data>("stage1data"); _tile = new TileObject.tile1(); for (int i = 0; i < _width; i++) { for (int j = 0; j < _height; j++) { if (stagedata.tilemap[i * _width + j] == 3) { WallObject.wall1 wall = new WallObject.wall1(_wallTexture, new Vector2(i * 100, j * 100)); GameManager.GetInstance().AddWall(wall); } } } enemyupdatetime = delay; enemyupdatetimer = 0.0f; boss = new EnemyBoosObject.Boss1(new Vector2(1500, 1500), 163, 154, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true); _enemyList.Add(new EnemyObject.enemy1(new Vector2(100, 100), 115, 85, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemygGBL(new Vector2(500, 100), 100, 130, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemy1(new Vector2(800, 100), 115, 85, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemygGBL(new Vector2(100, 500), 100, 130, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemy1(new Vector2(100, 800), 115, 85, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemygGBL(new Vector2(500, 500), 100, 130, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemy1(new Vector2(700, 700), 115, 85, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemygGBL(new Vector2(900, 900), 100, 130, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemy1(new Vector2(1000, 1000), 115, 85, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); _enemyList.Add(new EnemyObject.enemygGBL(new Vector2(1200, 1100), 100, 130, new Vector2(5, 5), 0, new Vector2(0, 0), new Vector2(1, 1), Color.White, true)); SoundManager.Getinstance().PlayBGM(); }
public Hero(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _data = MyContentManager.GetInstance().LoadContent <MyXMLData.HeroData>("herodata"); _texture = MyContentManager.GetInstance().LoadContent <Texture2D>(_data.spritePath); _sprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); _weaponPosition = new Vector2(80, 100); health = 10; _isMoveRight = true; state = HeroState.NORMAL; _blinktime = 0.0f; _idleAnimation = new Animation(); _idleAnimation.AddFrame(new Rectangle(0, 0, 120, 140), TimeSpan.FromSeconds(.25)); _idleAnimation.AddFrame(new Rectangle(120, 0, 120, 140), TimeSpan.FromSeconds(.25)); _idleAnimation.AddFrame(new Rectangle(240, 0, 120, 140), TimeSpan.FromSeconds(.25)); _idleAnimation.AddFrame(new Rectangle(360, 0, 120, 140), TimeSpan.FromSeconds(.25)); _isBlinkAnimation = new Animation(); _isBlinkAnimation.AddFrame(new Rectangle(480, 0, 120, 140), TimeSpan.FromSeconds(.1)); _isBlinkAnimation.AddFrame(new Rectangle(0, 0, 120, 140), TimeSpan.FromSeconds(.1)); _upray1 = new Ray2D(new Vector2(position.X + _offset, position.Y), new Vector2(0, -0.01f)); //_upray1 = new Ray2D(new Vector2(position.X + width - _offset, position.Y), new Vector2(0, -0.01f)); _downray1 = new Ray2D(new Vector2(position.X + _offset, position.Y + height), new Vector2(0, +0.01f)); //_downray1 = new Ray2D(new Vector2(position.X + width - _offset, position.Y + height), new Vector2(0, +0.01f)); _rightray1 = new Ray2D(new Vector2(position.X + width, position.Y + _offset), new Vector2(0.01f, 0)); //_rightray1 = new Ray2D(new Vector2(position.X + width, position.Y + height - _offset), new Vector2(0.01f, 0)); _leftray1 = new Ray2D(new Vector2(position.X, position.Y + _offset), new Vector2(-0.01f, 0)); //_leftray1 = new Ray2D(new Vector2(position.X, position.Y + height - _offset), new Vector2(-0.01f, 0)); _canUp = true; _canDown = true; _canRight = true; _canLeft = true; }
public bossbullet1(Vector2 position, int width, int height, Vector2 velocity, float rotation, Vector2 origin, Vector2 scale, Color color, bool islive) { _texture = MyContentManager.GetInstance().LoadContent <Texture2D>("bossbullet"); BulletSprite = new Sprite(position, width, height, velocity, rotation, origin, scale, color, islive); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new MyContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("Fonts/gamefont"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }
public override void Initialize() { _bloodbar = MyContentManager.GetInstance().LoadContent <Texture2D>("bossBoledBar"); _blood = MyContentManager.GetInstance().LoadContent <Texture2D>("bossblood"); base.Initialize(); }
private Model LoadModel(string assetName, MyContentManager Content) { Model newModel = Content.Load<Model>(assetName); foreach (ModelMesh mesh in newModel.Meshes) foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = renderEffects.Clone(); } return newModel; }
public override void Initialize() { _heartTexture = MyContentManager.GetInstance().LoadContent <Texture2D>("herohealth"); _font = MyContentManager.GetInstance().LoadContent <SpriteFont>("DefaultFomt"); base.Initialize(); }
/// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { if (_isIntialized) return; // Hook the idle event to constantly redraw our animation. Application.Idle += delegate { Invalidate(); }; /* _scene.GraphicsDevice = (GraphicsDevice)this.Services. GetService(typeof(GraphicsDevice));*/ _scene.GraphicsDevice = ((IGraphicsDeviceService)this.Services. GetService(typeof(IGraphicsDeviceService))).GraphicsDevice; contentBuilder = new ContentBuilder(); contentManager = new MyContentManager(this.Services, contentBuilder.OutputDirectory); dCamera cam = new dCamera(_scene); dCamOrth front = new dCamOrth(new Vector3(0,0,10),new Vector3(0,0,0),_scene); front.ID = "ƽ��ͼ"; _scene.Components.Add(front); //dCamera cam2 = new dCamera(_scene); //new SelectFunction(_scene); //new Compass(_scene); //_scene.Components.Add(cam); _scene.Components.Add(new MouseSelectionManager(_scene)); _scene.Components.Add(new SelectFunction(_scene)); _scene.Components.Add(_dataReactor); _scene.Services = this.Services; _scene.Services.AddService<ContentBuilder>(contentBuilder); _scene.Services.AddService<MyContentManager>(contentManager); _scene.Services.AddService<ICamera>(cam); _scene.Services.AddService<DataReactor>(_dataReactor); // //this.MouseMove += new MouseEventHandler(RegistMouse); //this.MouseLeave += new EventHandler(UnRegistMouse); // this.ClientSizeChanged += new EventHandler(OnSizeChanged); _isIntialized = true; }
/// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. content = Game.content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>("Fonts/menufont"); blankTexture = content.Load<Texture2D>("Textures/blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } }