public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); tex = content.Load <Texture2D>("DeadScreen/redDeathScreen"); UI = new ChoiceDisplay(null, null, null, null, null, null, null, null, content); UI.setSub = "Press A to respawn."; ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); tex = content.Load<Texture2D>("DeadScreen/redDeathScreen"); UI = new ChoiceDisplay(null, null, null, null, null, null, null, null, content); UI.setSub = "Press A to respawn."; ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } gameFont = content.Load <SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); /* * Welcome, Blue, Pink, iniProgress, progressLoadedSFX, * Questions, One, Two, Three, Opo, System, entryPoint; * */ WelcomeSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Welcome_UK_WAV"); BlueSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_BlueSquare_UK_WAV"); PinkSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_PinkSquare_UK_WAV"); QuestionsSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Questions_UK_WAV"); progressLoadedSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_ProgessLoaded_WAV"); iniProgressSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Progress_Tracker_WAV"); OneSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_One_WAV"); TwoSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Two_WAV"); ThreeSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Three_WAV"); OpoSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_You_are_opo_UK_WAV"); SystemSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_System_UK_WAV"); EntryPointSFX = content.Load <SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_EntryPoint_WAV"); WelcomeSFXInstance = WelcomeSFX.CreateInstance(); BlueSFXInstance = BlueSFX.CreateInstance(); PinkSFXInstance = PinkSFX.CreateInstance(); QuestionsSFXInstance = QuestionsSFX.CreateInstance(); iniProgressSFXInstance = iniProgressSFX.CreateInstance(); progressLoadedSFXInstance = progressLoadedSFX.CreateInstance(); OneSFXInstance = OneSFX.CreateInstance(); TwoSFXInstance = TwoSFX.CreateInstance(); ThreeSFXInstance = ThreeSFX.CreateInstance(); OpoSFXInstance = OpoSFX.CreateInstance(); SystemSFXInstance = SystemSFX.CreateInstance(); EntryPointSFXInstance = EntryPointSFX.CreateInstance(); UI = new ChoiceDisplay(content.Load <Texture2D>("a-Button"), content.Load <Texture2D>("b-Button"), content.Load <Texture2D>("x-Button"), null, "No, Let's go!.", "Who am I?", "Where am I?!", null, content); UI.Acitve = false; cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load <Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load <Texture2D>("redPlayer"), world, content); playerBody.getSetLaserStatus = false; playerBody.getSetDrawScore = false; playerBody.getSetChoicePoint = false; int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load <Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); /* * Welcome, Blue, Pink, iniProgress, progressLoadedSFX, Questions, One, Two, Three, Opo, System, entryPoint; * */ WelcomeSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Welcome_UK_WAV"); BlueSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_BlueSquare_UK_WAV"); PinkSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_PinkSquare_UK_WAV"); QuestionsSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Questions_UK_WAV"); progressLoadedSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_ProgessLoaded_WAV"); iniProgressSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Progress_Tracker_WAV"); OneSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_One_WAV"); TwoSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Two_WAV"); ThreeSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Three_WAV"); OpoSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_You_are_opo_UK_WAV"); SystemSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_System_UK_WAV"); EntryPointSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_EntryPoint_WAV"); WelcomeSFXInstance = WelcomeSFX.CreateInstance(); BlueSFXInstance = BlueSFX.CreateInstance(); PinkSFXInstance = PinkSFX.CreateInstance(); QuestionsSFXInstance = QuestionsSFX.CreateInstance(); iniProgressSFXInstance = iniProgressSFX.CreateInstance(); progressLoadedSFXInstance = progressLoadedSFX.CreateInstance(); OneSFXInstance = OneSFX.CreateInstance(); TwoSFXInstance = TwoSFX.CreateInstance(); ThreeSFXInstance = ThreeSFX.CreateInstance(); OpoSFXInstance = OpoSFX.CreateInstance(); SystemSFXInstance = SystemSFX.CreateInstance(); EntryPointSFXInstance = EntryPointSFX.CreateInstance(); UI = new ChoiceDisplay(content.Load<Texture2D>("a-Button"), content.Load<Texture2D>("b-Button"), content.Load<Texture2D>("x-Button"), null, "No, Let's go!.", "Who am I?", "Where am I?!", null, content); UI.Acitve = false; cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); playerBody.getSetLaserStatus = false; playerBody.getSetDrawScore = false; playerBody.getSetChoicePoint = false; int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }