public void Reset() { lightening = 0; dudeHit = -1; timeCounter = 0; score = 0; directionX = -10; directionTitle = -20; directionEnd = 20; directionY = 10; wind.Stop(); rain.Stop(); player = new Cloud(clouds); crowd = new Crowd(50, dudes, player); title = true; gameOver = false; speechIndex[0] = -1; speechIndex[1] = 0; speechCounter = 0; speechDrawn = false; rain.Play(); sky = Color.White; }
/// <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); oldState = Keyboard.GetState(); //cloud textures clouds = new List<Texture2D>(); clouds.Add(Content.Load<Texture2D>("SunCloud")); clouds.Add(Content.Load<Texture2D>("RainCloud")); clouds.Add(Content.Load<Texture2D>("StormCloud")); player = new Cloud(clouds); //engines List<Texture2D> textures = new List<Texture2D>(); textures.Add(Content.Load<Texture2D>("circle")); particleEngine = new ParticleEngine(textures, new Vector2(400, 150)); titleEngine = new ParticleEngine(textures, new Vector2(400, -10)); textures = new List<Texture2D>(); textures.Add(Content.Load<Texture2D>("leaf")); leafEngine = new LeafEngine(textures, new Vector2(860, 200)); endEngine = new LeafEngine(textures, new Vector2(860, 200)); //text and other var font = Content.Load<SpriteFont>("Font1"); font2 = Content.Load<SpriteFont>("Font2"); BG = Content.Load<Texture2D>("BG"); lightening = 0; light = Content.Load<Texture2D>("Light1"); dudeHit = -1; bar0 = Content.Load<Texture2D>("Bar/Bar00"); timeCounter = 0; score = 0; directionX = -10; directionY = 10; directionTitle = -20; directionEnd = 20; title = true; TitleScreen = Content.Load<Texture2D>("TitleScreen2"); titleBG = Content.Load<Texture2D>("TitleBG"); splashScreen = Content.Load<Texture2D>("Splash"); gameOver = false; End = Content.Load<Texture2D>("GameOver1"); EndBG = Content.Load<Texture2D>("GameOverBG"); sky = Color.White; splash = 1; //happy bar bars = new List<Texture2D>(); bars.Add(Content.Load<Texture2D>("Bar/Bar10")); bars.Add(Content.Load<Texture2D>("Bar/Bar20")); bars.Add(Content.Load<Texture2D>("Bar/Bar30")); bars.Add(Content.Load<Texture2D>("Bar/Bar40")); bars.Add(Content.Load<Texture2D>("Bar/Bar50")); bars.Add(Content.Load<Texture2D>("Bar/Bar60")); bars.Add(Content.Load<Texture2D>("Bar/Bar70")); bars.Add(Content.Load<Texture2D>("Bar/Bar80")); bars.Add(Content.Load<Texture2D>("Bar/Bar90")); bars.Add(Content.Load<Texture2D>("Bar/Bar100")); //construct crowd dudes = new List<Texture2D>(); dudes.Add(Content.Load<Texture2D>("Dude/Dude1")); dudes.Add(Content.Load<Texture2D>("Dude/Dude2")); dudes.Add(Content.Load<Texture2D>("Dude/Dude3")); dudes.Add(Content.Load<Texture2D>("Dude/Dude4")); dudes.Add(Content.Load<Texture2D>("Dude/Dude5")); crowd = new Crowd(50, dudes, player); //audio thunder = new List<SoundEffect>(); thunder.Add(Content.Load<SoundEffect>("Sound/Thunder1")); thunder.Add(Content.Load<SoundEffect>("Sound/Thunder2")); thunder.Add(Content.Load<SoundEffect>("Sound/Thunder3")); rain = Content.Load<SoundEffect>("Sound/Rain").CreateInstance(); rain.IsLooped = true; rain.Play(); wind = Content.Load<SoundEffect>("Sound/Wind").CreateInstance(); wind.IsLooped = true; wind.Volume = 0.7f; song = Content.Load<Song>("Parity_Bit"); songLength = song.Duration; //speech speechIndex[0] = -1; speechIndex[1] = 0; speech = new List<Texture2D>(); speech.Add(Content.Load<Texture2D>("Speech/SpeechHappy")); speech.Add(Content.Load<Texture2D>("Speech/SpeechSad")); speech.Add(Content.Load<Texture2D>("Speech/SpeechRain")); speech.Add(Content.Load<Texture2D>("Speech/SpeechLight")); speech.Add(Content.Load<Texture2D>("Speech/SpeechWind")); speechDrawn = false; speechCounter = 0; }