public void Reset_Card(bool result) { shoulder_L_rotation = (float)rnd_L.NextDouble() * Pi; shoulder_R_rotation = (float)rnd_R.NextDouble() * Pi; flex = false; //reset grunt hasGrunted = false; //these next 2 lines probably make a ton of other stuff unneeded current_card = card_q.Dequeue(); card_q.Enqueue(current_card); if (result == true) { cheering.Play(); level++; } if (card_state == 5) { card_state = 1; } else { card_state++; } if (remaining_strikes == 0) { game_state = 3; } remaining_time = timer_length; }
/// <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); plainFont = Content.Load <SpriteFont>("plainFont"); textFont = Content.Load <SpriteFont>("Font/textFont"); ScoreFont = Content.Load <SpriteFont>("Font/ScoreFont"); // RELAXED BODY relax_body = Content.Load <Texture2D>("Wrestler Paperdoll/relax_body"); relax_arm_L_upper = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_L_upper"); relax_arm_R_upper = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_R_upper"); relax_arm_L_lower = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_L_lower"); relax_arm_R_lower = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_R_lower"); //FLEX BODY flex_body = Content.Load <Texture2D>("Wrestler Paperdoll/flex_body"); flex_arm_L_upper = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_L_upper"); flex_arm_R_upper = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_R_upper"); flex_arm_L_lower = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_L_lower"); flex_arm_R_lower = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_R_lower"); //CARDS card1 = Content.Load <Texture2D>("Cards/card1"); card2 = Content.Load <Texture2D>("Cards/card2"); card3 = Content.Load <Texture2D>("Cards/card3"); card4 = Content.Load <Texture2D>("Cards/card4"); card5 = Content.Load <Texture2D>("Cards/card5"); clock_hand = Content.Load <Texture2D>("Cards/clock_hand"); card_clock = Content.Load <Texture2D>("Cards/card_clock"); //JUDGE judge_bad = Content.Load <Texture2D>("Judge/judge_bad"); judge_good = Content.Load <Texture2D>("Judge/judge_good"); judge_great = Content.Load <Texture2D>("Judge/judge_great"); judge_failure = Content.Load <Texture2D>("Judge/judge_failure"); judge_unflexed = Content.Load <Texture2D>("Judge/judge_unflexed"); redX_off = Content.Load <Texture2D>("Judge/redX_off"); redX_on = Content.Load <Texture2D>("Judge/redX_on"); //BACKGROUND background = Content.Load <Texture2D>("bg"); ring = Content.Load <Texture2D>("ring"); podium = Content.Load <Texture2D>("podium"); sweat1 = Content.Load <Texture2D>("Sweat/sweat1"); sweat2 = Content.Load <Texture2D>("Sweat/sweat2"); sweat3 = Content.Load <Texture2D>("Sweat/sweat3"); //SCREENS startscreen = Content.Load <Texture2D>("startscreen"); gameover = Content.Load <Texture2D>("gameover"); pressspace = Content.Load <Texture2D>("pressspace"); //SOUND FX sound_failure = Content.Load <SoundEffect>("SoundFX/failure"); theme = Content.Load <SoundEffect>("SoundFX/theme"); theme_instance = theme.CreateInstance(); grunting = Content.Load <SoundEffect>("SoundFX/grunt"); cheering = Content.Load <SoundEffect>("SoundFX/cheering"); //LIGHTS light_1 = Content.Load <Texture2D>("Lights/light1"); light_1_1 = Content.Load <Texture2D>("Lights/light1.1"); light_1_2 = Content.Load <Texture2D>("Lights/light1.2"); light_1_3 = Content.Load <Texture2D>("Lights/light1.3"); light_2 = Content.Load <Texture2D>("Lights/light2"); light_2_1 = Content.Load <Texture2D>("Lights/light2.1"); light_2_2 = Content.Load <Texture2D>("Lights/light2.2"); light_2_3 = Content.Load <Texture2D>("Lights/light2.3"); light_3 = Content.Load <Texture2D>("Lights/light3"); light_3_1 = Content.Load <Texture2D>("Lights/light3.1"); light_3_2 = Content.Load <Texture2D>("Lights/light3.2"); light_3_3 = Content.Load <Texture2D>("Lights/light3.3"); light_4 = Content.Load <Texture2D>("Lights/light4"); light_4_1 = Content.Load <Texture2D>("Lights/light4.1"); light_4_2 = Content.Load <Texture2D>("Lights/light4.2"); light_4_3 = Content.Load <Texture2D>("Lights/light4.3"); sparkle1 = Content.Load <Texture2D>("Sweat/sparkle1"); sparkle2 = Content.Load <Texture2D>("Sweat/sparkle2"); sparkle3 = Content.Load <Texture2D>("Sweat/sparkle3"); //create the card queue card_q.Enqueue(new Pose_Card(0, 0, 0, 0, card1)); //Hulkamania card_q.Enqueue(new Pose_Card(6.438583f, -0.02f, 6.368582f, -1.349f, card2)); //Beast Mode card_q.Enqueue(new Pose_Card(5.120202f, -3.40f, 7.00f, 2.03f, card3)); //Super Justice card_q.Enqueue(new Pose_Card(4.592286f, -5.230025f, 3.089114f, 0.029999f, card4)); //The Champ card_q.Enqueue(new Pose_Card(5.079138f, -7.570078f, 1.119116f, -0.070000f, card5)); //Ultra Falcon current_card = card_q.Dequeue(); card_q.Enqueue(current_card); }