Пример #1
0
        public void LoadContent(ContentManager content)
        {
            message.LoadContent(content);
            enemyHealth.LoadContent(content);
            enemyGauge.LoadContent(content);

            forestLayer = new ParallaxLayer(game);

            float offset = 200;

            for (int i = 0; i < 10; i++)
            {
                BasicEnemy forestEnemy = new BasicEnemy(game, GameState.Forest, new Vector2(300 + offset, 500));
                forestEnemy.LoadContent(content);
                forestLayer.Sprites.Add(forestEnemy);
                forestEnemies.Add(forestEnemy);
                offset += random.Next(200, 300);
            }

            forestBoss = new EnemyBoss(game, GameState.Forest, new Vector2(3500, 420));
            forestBoss.LoadContent(content);
            forestLayer.Sprites.Add(forestBoss);
            forestEnemies.Add(forestBoss);

            ActiveEnemy          = forestEnemies[0];
            ActiveEnemy.IsActive = true;

            foreach (IEnemy e in forestEnemies)
            {
                System.Diagnostics.Debug.WriteLine($"{e.IsActive} activity");
            }

            game.Components.Add(forestLayer);
            forestLayer.DrawOrder = 2;
            forestT = new TrackingPlayer(game.player, 1.0f);

            forestLayer.ScrollController = forestT;
        }
Пример #2
0
 private void Awake()
 {
     Instance = this;
 }
Пример #3
0
 public ElementalOrb(Game game, Player player)
 {
     this.game   = game;
     this.player = player;
     playerT     = new TrackingPlayer(player, 1.0f);
 }
Пример #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);
            componentsBatch = new SpriteBatch(GraphicsDevice);

            wizardHealth.LoadContent(Content);
            wizardGauge.LoadContent(Content);

            menu.LoadContent(Content);
            music.LoadContent(Content);
            narrator.LoadContent(Content);

            // Player Layer
            player = new Player(this, Color.White);
            player.LoadContent(Content);
            playerLayer = new ParallaxLayer(this);
            playerLayer.Sprites.Add(player);
            playerLayer.DrawOrder = 2;
            Components.Add(playerLayer);

            dungeonLevel = new DungeonLevel(this);
            caveLevel    = new CaveLevel(this);
            forestLevel  = new ForestLevel(this);

            dungeonLevel.LoadContent(Content);
            caveLevel.LoadContent(Content);
            forestLevel.LoadContent(Content);

            levelsLayer = new ParallaxLayer(this);
            // Levels Layer - Can just add to to them for other levels

            var levelTextures = new List <Texture2D>()
            {
                Content.Load <Texture2D>("forest1"),
                Content.Load <Texture2D>("forest2"),
                Content.Load <Texture2D>("forest1"), // 4167
                Content.Load <Texture2D>("cave1"),
                Content.Load <Texture2D>("cave2"),
                Content.Load <Texture2D>("cave1"),
                Content.Load <Texture2D>("dungeon2"),
                Content.Load <Texture2D>("dungeon2"),
                Content.Load <Texture2D>("dungeon2")
            };

            var levelSprites = new List <StaticSprite>();

            for (int i = 0; i < levelTextures.Count; i++)
            {
                var position = new Vector2((i * 1389) - 50, 0);
                var sprite   = new StaticSprite(levelTextures[i], position);
                levelSprites.Add(sprite);
            }

            foreach (var sprite in levelSprites)
            {
                levelsLayer.Sprites.Add(sprite);
            }

            levelsLayer.DrawOrder = 1;
            Components.Add(levelsLayer);

            playerT = new TrackingPlayer(player, 1.0f);
            levelsT = new TrackingPlayer(player, 1.0f);

            playerLayer.ScrollController = playerT;
            levelsLayer.ScrollController = levelsT;
            GameState = GameState.MainMenu;

            //add for loop for enemies when we get texture files
            //Add Enemies to Components with DrawOrder so they appear on top of layers
        }