public void LoadLevel(int level_num) { game_state.obj_mang.Clear(); resetTimer(); game_state.tile_engine.loadLevel(level_num);//needs to be changed to level_0 game_state.obj_mang.load(game_state.tile_engine.getCurrentMap().getLayer(LayerType.OBJECTS)); //game_state.monster_engine.AddMonster(new Enemy(500, 240, 48, 54, enemyType.GRUNT)); //game_state.monster_engine.AddMonster(new Enemy(300, 400, 48, 54, enemyType.GRUNT)); for (int i = 0; i < game_state.monster_engine.GetMonsters().Count(); ++i) { Enemy new_enemy = game_state.monster_engine.GetMonsters().ElementAt(i); Sprite enemy_sprite = new Sprite(); int new_enemy_type = (int)new_enemy.getType(); enemy_sprite.Load(monster_texture[new_enemy_type], new_enemy.getWidth(), new_enemy.getHeight(), 200); new_enemy.setSprite(enemy_sprite); //game_state.monster_engine.AddMonster(new_enemy); } /* * game_state.monster_engine = new MonsterEngine(game_state); * game_state.coll_engine = new CollisionEngine(game_state); * game_state.fx_engine = new EffectsEngine(game_state); * game_state.obj_mang = new ObjectManager(game_state); */ }
public void LoadLevel(int level_num) // which level should we load? { game_state.obj_mang.Clear(); resetTimer(); // restart the level timer for each new level game_state.tile_engine.loadLevel(level_num); game_state.obj_mang.load(game_state.tile_engine.getCurrentMap().getLayer(LayerType.OBJECTS)); for (int i = 0; i < game_state.monster_engine.GetMonsters().Count(); ++i) // put the enemies on the map { Enemy new_enemy = game_state.monster_engine.GetMonsters().ElementAt(i); Sprite enemy_sprite = new Sprite(); int new_enemy_type = (int)new_enemy.getType(); enemy_sprite.Load(monster_texture[new_enemy_type], new_enemy.getWidth(), new_enemy.getHeight(), 200); new_enemy.setSprite(enemy_sprite); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public void LoadContent(ContentManager Content) { // Create a new SpriteBatch, which can be used to draw textures. Texture2D textureb = Content.Load <Texture2D>("background_cropped"); // background Texture2D texturef = Content.Load <Texture2D>("foreground_cropped"); // foreground Texture2D textureo = Content.Load <Texture2D>("objects1"); // objects tiles = new List <Texture2D>(); // tiles tiles.Add(textureb); tiles.Add(texturef); tiles.Add(textureo); // add bg, fg, obj's to draw game_state.tile_engine = new TileEngine(32, tiles); //Character Sprite character_sprite[(int)weaponType.NONE].Load(Content, "player_no", 32, 36, 200); character_sprite[(int)weaponType.SWORD].Load(Content, "player_sword", 32, 36, 200); character_sprite[(int)weaponType.LASER].Load(Content, "player_gun", 32, 36, 200); monster_texture[(int)enemyType.GRUNT] = Content.Load <Texture2D>("grunt"); monster_texture[(int)enemyType.BEETLE] = Content.Load <Texture2D>("beetles"); monster_texture[(int)enemyType.BERSERKER] = Content.Load <Texture2D>("berserker"); monster_texture[(int)enemyType.TROOPER] = Content.Load <Texture2D>("trooper"); LoadLevel(0); bullet_sprite.Load(Content, "bullet", 9, 9, 0); sword_sprite.Load(Content, "player_sword_attack", 32, 36, 0); for (int i = 0; i < game_state.monster_engine.GetMonsters().Count(); ++i) // draw new monsters randomly { Enemy new_enemy = game_state.monster_engine.GetMonsters().ElementAt(i); Sprite enemy_sprite = new Sprite(); int new_enemy_type = (int)new_enemy.getType(); enemy_sprite.Load(monster_texture[new_enemy_type], new_enemy.getWidth(), new_enemy.getHeight(), 200); new_enemy.setSprite(enemy_sprite); } game_state.bullet_engine = new BulletEngine(game_state); uparrow = Content.Load <Texture2D>("arrowup"); downarrow = Content.Load <Texture2D>("arrowdown"); leftarrow = Content.Load <Texture2D>("arrowleft"); rightarrow = Content.Load <Texture2D>("arrowright"); // components for "keypad" HUD fire_button = Content.Load <Texture2D>("fire"); // "fire" button (attacks enemies when pushed) item_background = Content.Load <Texture2D>("item_background"); // user taps this to bring up inventory game_state.fx_engine.LoadSound(Content, "shoot", soundType.SHOOT); game_state.fx_engine.LoadSound(Content, "enemy_hit", soundType.ENEMY_HURT); game_state.fx_engine.LoadSound(Content, "enemy_die", soundType.ENEMY_DIE); game_state.fx_engine.LoadSound(Content, "player_hurt", soundType.PLAYER_HURT); game_state.fx_engine.LoadSound(Content, "player_sword_s", soundType.SWORD); game_state.fx_engine.LoadSound(Content, "item_pickup", soundType.ITEM_PICKUP); game_state.fx_engine.LoadExplosion(Content, "expl", explosionType.SMALL); //SoundEffect game_music = Content.Load<SoundEffect>("01AttackPanda1"); Song game_music = Content.Load <Song>("01AttackPanda1"); MediaPlayer.Play(game_music); MediaPlayer.IsRepeating = true; //********************************LOADING GRAPHIC SPRITES********************************// backpack = Content.Load <Texture2D>("backpack"); // loading backpack healthbar_empty = Content.Load <Texture2D>("healthbar"); // load health bar healthbar_full = Content.Load <Texture2D>("healthbar_full"); // load health bar health_bar_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30); health_bar_empty_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30); //**************************************************************************************// //********************MISCELLANEOUS*****************************************************// displayFont = Content.Load <SpriteFont>("StatsFont"); //load a font from a formatted file //displayFont = Content.Load<SpriteFont>("Courier New"); itemfont = Content.Load <SpriteFont>("ItemFont"); // ^^ expiredfont = Content.Load <SpriteFont>("TimeExpired"); // ^^ //***************************************************************************************// backpackmenu.loadContent(Content); gameOver.loadContent(Content); timex.loadContent(Content); //load content for each respective menu }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public void LoadContent(ContentManager Content) { // Create a new SpriteBatch, which can be used to draw textures. Texture2D textureb = Content.Load <Texture2D>("background_cropped"); Texture2D texturef = Content.Load <Texture2D>("foreground_cropped"); Texture2D textureo = Content.Load <Texture2D>("objects1"); tiles = new List <Texture2D>(); tiles.Add(textureb); tiles.Add(texturef); tiles.Add(textureo); game_state.tile_engine = new TileEngine(32, tiles); //back_layer = tileEngine.getLayer(LayerType.BACKGROUND); //Character Sprite character_sprite[(int)weaponType.NONE].Load(Content, "player_no", 32, 36, 200); character_sprite[(int)weaponType.SWORD].Load(Content, "player_sword", 32, 36, 200); character_sprite[(int)weaponType.LASER].Load(Content, "player_gun", 32, 36, 200); //character_sprite.loc.X = 400; //character_sprite.loc.Y = 240; monster_texture[(int)enemyType.GRUNT] = Content.Load <Texture2D>("grunt"); monster_texture[(int)enemyType.BEETLE] = Content.Load <Texture2D>("beetles"); monster_texture[(int)enemyType.BERSERKER] = Content.Load <Texture2D>("berserker"); monster_texture[(int)enemyType.TROOPER] = Content.Load <Texture2D>("trooper"); //monster_sprites[(int)enemyType.GRUNT].Load(monster_texture[(int)enemyType.GRUNT], 32, 48); //monster_sprites[(int)enemyType.GRUNT].StartAnimating((int)PlayerDir.UP * 3, ((int)PlayerDir.UP * 3) + 2); LoadLevel(0); bullet_sprite.Load(Content, "bullet", 9, 9, 0); sword_sprite.Load(Content, "player_sword_attack", 32, 36, 0); //game_state.monster_engine.AddMonster(new Enemy(500, 240, 48, 54, enemyType.GRUNT)); //game_state.monster_engine.AddMonster(new Enemy(300, 400, 48, 54, enemyType.GRUNT)); for (int i = 0; i < game_state.monster_engine.GetMonsters().Count(); ++i) { Enemy new_enemy = game_state.monster_engine.GetMonsters().ElementAt(i); Sprite enemy_sprite = new Sprite(); int new_enemy_type = (int)new_enemy.getType(); enemy_sprite.Load(monster_texture[new_enemy_type], new_enemy.getWidth(), new_enemy.getHeight(), 200); new_enemy.setSprite(enemy_sprite); //game_state.monster_engine.AddMonster(new_enemy); } game_state.bullet_engine = new BulletEngine(game_state); //character_sprite.StartAnimating(6, 8); // TODO: use this.Content to load your game content here uparrow = Content.Load <Texture2D>("arrowup"); downarrow = Content.Load <Texture2D>("arrowdown"); leftarrow = Content.Load <Texture2D>("arrowleft"); rightarrow = Content.Load <Texture2D>("arrowright"); // components for "keypad" HUD fire_button = Content.Load <Texture2D>("fire"); item_background = Content.Load <Texture2D>("item_background"); game_state.fx_engine.LoadSound(Content, "shoot", soundType.SHOOT); game_state.fx_engine.LoadSound(Content, "hurt", soundType.HURT); game_state.fx_engine.LoadSound(Content, "sword_swing", soundType.SWORD); game_state.fx_engine.LoadExplosion(Content, "expl", explosionType.SMALL); //SoundEffect game_music = Content.Load<SoundEffect>("01AttackPanda1"); Song game_music = Content.Load <Song>("01AttackPanda1"); MediaPlayer.Play(game_music); //game_music.Play(); //********************************LOADING GRAPHIC SPRITES********************************// backpack = Content.Load <Texture2D>("backpack"); // loading backpack healthbar_empty = Content.Load <Texture2D>("healthbar"); // load health bar healthbar_full = Content.Load <Texture2D>("healthbar_full"); // load health bar health_bar_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30); health_bar_empty_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30); //**************************************************************************************// //********************MISCELLANEOUS*****************************************************// displayFont = Content.Load <SpriteFont>("StatsFont"); //load a font from a formatted file //displayFont = Content.Load<SpriteFont>("Courier New"); itemfont = Content.Load <SpriteFont>("ItemFont"); // ^^ expiredfont = Content.Load <SpriteFont>("TimeExpired"); // ^^ //***************************************************************************************// backpackmenu.loadContent(Content); gameOver.loadContent(Content); timex.loadContent(Content); }