public void constructEnemies(int counter, Maps maps) { enemies = new List<Enemy>(); for (int i = 0; i < maps.maps[counter].Enemies.Count; i++) { Enemy temp = new Enemy(maps.maps[counter].Enemies[i].id, "Object", maps.maps[counter].Enemies[i].XLoc, maps.maps[counter].Enemies[i].YLoc, maps.maps[counter].Enemies[i].Width, maps.maps[counter].Enemies[i].Height, maps.maps[counter].Enemies[i].Horizontal, maps.maps[counter].Enemies[i].Left, maps.maps[counter].Enemies[i].Up, maps.maps[counter].Enemies[i].Speed); if (temp._horizontal) { if (temp._left) { temp.direction = Direction.LEFT; } else { temp.direction = Direction.RIGHT; } } else { if (temp._up) { temp.direction = Direction.UP; } else { temp.direction = Direction.DOWN; } } enemies.Add(temp); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // initialise sound for camera wallCollisionAudio = Content.Load<SoundEffect>("Sounds/wallcollision_sound"); leftFootStepSound = Content.Load<SoundEffect>("Sounds/leftfootstep_sound"); rightFootStepSound = Content.Load<SoundEffect>("Sounds/rightfootstep_sound"); // Setup camera camera = new Camera( new Vector3(0.5f, 0.5f, 0.5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f, wallCollisionAudio, leftFootStepSound, rightFootStepSound); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch( GraphicsDevice ); // Load shader and set defaults effect = Content.Load<Effect>("shader"); effect.Parameters["material"].StructureMembers["ambient"].SetValue(new Vector4(0.65f, 0.65f, 0.6f, 1.0f)); effect.Parameters["fog"].StructureMembers["FogEnabled"].SetValue(false); effect.Parameters["light"].StructureMembers["radius"].SetValue(0.1f); // Load sound effects wallCollisionAudio = Content.Load<SoundEffect>("Sounds/wallcollision_sound"); leftFootStepSound = Content.Load<SoundEffect>("Sounds/leftfootstep_sound"); rightFootStepSound = Content.Load<SoundEffect>("Sounds/rightfootstep_sound"); musicDay = Content.Load<SoundEffect>("Sounds/medievil_music"); musicNight = Content.Load<SoundEffect>("Sounds/medievil_music2"); currentMusic = musicDay.CreateInstance(); currentMusic.Volume = 1f; currentMusic.IsLooped = true; music = true; maze.LoadContent(Content); // Setup camera camera = new Camera( new Vector3(0.5f, 0.5f, 0.5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f, wallCollisionAudio, leftFootStepSound, rightFootStepSound); enemy = new Enemy(this, GraphicsDevice, Content.Load<Model>("enemy"), new Vector3(2.5f, 0, 2.5f), leftFootStepSound, rightFootStepSound); enemy.Apply3DAudio(listener, enemy.Position, currentMusic); currentMusic.Play(); }