public override void LoadContent() { ContentManager content = ScreenManager.Game.Content; map = content.Load <Map>("map"); camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map); particleController.LoadContent(content); base.LoadContent(); }
public override void LoadContent() { ContentManager content = ScreenManager.Game.Content; map = content.Load <Map>("map"); MapGeneration.Generate(map); camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map); //camera.Zoom = 0.5f; text = content.Load <Texture2D>("titles"); hud = new HUD(content.Load <Texture2D>("hud")); waterLevel = ScreenManager.Game.RenderHeight; waterParallax = new Parallax(content.Load <Texture2D>("abovewater-parallax"), 12, 0.5f, waterLevel, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, true); underwaterBGParallax = new Parallax(content.Load <Texture2D>("underwater-bg"), 4, 1f, waterLevel + 20, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), true, false); skyBGParallax = new Parallax(content.Load <Texture2D>("sky-bg"), 72, 1f, 70, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); rocksParallax = new Parallax(content.Load <Texture2D>("seabed-rocks"), 16, 0.35f, (map.TileHeight * map.Height) - 15, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false); cloudsParallax = new Parallax(content.Load <Texture2D>("clouds"), 16, 0.35f, 25, (map.TileWidth * map.Width), new Viewport(0, 0, ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight), false, false, true); playerShip = new Ship(content.Load <Texture2D>("playership"), new Rectangle(0, 0, 10, 10), null, Vector2.Zero); playerShip.Position = new Vector2(64, 190); particleController.LoadContent(content); projectileController = new ProjectileController(1000, sheet => new Projectile(sheet, new Rectangle(0, 0, 4, 4), null, new Vector2(0, 0)), content.Load <Texture2D>("projectiles")); enemyController = new EnemyController(content.Load <Texture2D>("enemies"), content.Load <Texture2D>("boss")); powerupController = new PowerupController(1000, sheet => new Powerup(sheet, new Rectangle(0, 0, 6, 6), null, Vector2.Zero), content.Load <Texture2D>("powerup")); powerupController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(playerShip); projectileController.BoxCollidesWith.Add(enemyController); projectileController.BoxCollidesWith.Add(projectileController); enemyController.BoxCollidesWith.Add(playerShip); enemyController.BoxCollidesWith.Add(projectileController); GameController.Reset(); //enemyController.SpawnInitial(GameController.Wave, map); base.LoadContent(); }
/// <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); playerTexture = Content.Load <Texture2D>("players"); tileTexture = Content.Load <Texture2D>("tiles"); fireballTexture = Content.Load <Texture2D>("fireballs"); chestTexture = Content.Load <Texture2D>("chest"); stuffTexture = Content.Load <Texture2D>("stuff"); slotTexture = Content.Load <Texture2D>("slot"); swordTexture = Content.Load <Texture2D>("sword"); smoothLightEffect = Content.Load <Effect>("light"); smoothLightMapperEffect = Content.Load <Effect>("lightMapper"); font14 = Content.Load <SpriteFont>("font14"); font11 = Content.Load <SpriteFont>("font11"); whitePixel = new Texture2D(GraphicsDevice, 1, 1); whitePixel.SetData(new Color[] { Color.White }); particleController.LoadContent(Content); gameRegistry.SetTexture("tiles", tileTexture); gameRegistry.SetTexture("chest", chestTexture); gameRegistry.SetTexture("whitePixel", whitePixel); }
public override void LoadContent() { ContentManager content = ScreenManager.Game.Content; map = content.Load <Map>("map"); MapObject spawn = ((MapObjectLayer)map.GetLayer("spawn")).Objects[0]; camera = new Camera(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight, map); camera.Target = new Vector2(ScreenManager.Game.RenderWidth, ScreenManager.Game.RenderHeight) / 2f; heroPool = new EntityPool(100, sheet => new Hero(sheet, new Rectangle(0, 0, 10, 10), new Vector2(0, -5)), content.Load <Texture2D>("testhero")); heroPool.BoxCollidesWith.Add(heroPool); rotBoxPool = new EntityPool(100, sheet => new RotBox(sheet, new Rectangle(0, 0, 32, 32), null, Vector2.Zero), ScreenManager.blankTexture); rotBoxPool.PolyCollidesWith.Add(rotBoxPool); rotBoxPool.Spawn(entity => { entity.Position = new Vector2(100, 100); }); rotBoxPool.Spawn(entity => { entity.Position = new Vector2(140, 100); }); particleController.LoadContent(content); // TimerController.Instance.Create("shake", () => camera.Shake(500, 2f), 3000, true); TweenController.Instance.Create("spintext", TweenFuncs.SineEaseInOut, (tween) => { textScale = 0.8f + (tween.Value * 0.4f); }, 3000, true, true); //// More crazy tween examples //TweenController.Instance.Create("spincam", TweenFuncs.Linear, (tween) => //{ // camera.Rotation = MathHelper.TwoPi * tween.Value; //}, 10000, false, true, TweenDirection.Reverse); //TweenController.Instance.Create("zoomcam", TweenFuncs.Bounce, (tween) => //{ // camera.Zoom = 1f + tween.Value; //}, 3000, true, true); particleController.Add(new Vector2(195, 150), Vector2.Zero, 0, 1000, 0, false, false, new Rectangle(18, 0, 100, 100), Color.White, ParticleFunctions.PermaLight, 1f, 0f, 1, ParticleBlend.Multiplicative); base.LoadContent(); }