示例#1
0
        public override void LoadContent()
        {
            player.LoadContent();
            manager.LoadContent();
            hud.LoadContent();

            foreach (GameObject t in tiles)
            {
                t.LoadContent();
            }

            foreach (GameObject g in enemies)
            {
                g.LoadContent();
            }

            debugheader = new Text()
            {
                color    = Color.White,
                font     = "fonts/small",
                game     = game,
                position = Vector2.Zero,
                text     = "testing interface"
            }; debugheader.LoadContent();

            base.LoadContent();
        }
示例#2
0
        public override void LoadContent()
        {
            Game1.ingame = true;
            tiles.Clear();
            enemies.Clear();
            deco.Clear();
            pickups.Clear();
            triggers.Clear();
            projectiles.Clear();

            map = new TmxMap(@"Content\stages\stage" + stageID + ".tmx");

            console.write("level started", urgency.comment);

            attackoverlay.LoadContent();

            bg.LoadContent();

            sm.LoadContent();

            #region load map

            for (int layer = 0; layer < map.Layers.Count; layer++)
            {
                for (int tile = 0; tile < map.Layers[layer].Tiles.Count; tile++)
                {
                    int GID = map.Layers[layer].Tiles[tile].Gid;

                    Vector2 TilePosition = new Vector2((tile % map.Width) * map.TileWidth,
                                                       (float)Math.Floor(tile / (double)map.Width) * map.TileHeight);

                    //Yes
                    switch (GID)
                    {
                    case 0:
                        break;

                    case 1:
                        tiles.Add(new t1(game, TilePosition));
                        break;

                    case 2:
                        tiles.Add(new t2(game, TilePosition));
                        break;

                    case 3:
                        tiles.Add(new t3(game, TilePosition));
                        break;

                    case 4:
                        tiles.Add(new t4(game, TilePosition));
                        break;

                    case 5:
                        tiles.Add(new t5(game, TilePosition));
                        break;

                    case 6:
                        tiles.Add(new t6(game, TilePosition));
                        break;

                    case 7:
                        tiles.Add(new t7(game, TilePosition));
                        break;

                    case 8:
                        tiles.Add(new t8(game, TilePosition));
                        break;

                    case 9:
                        tiles.Add(new t9(game, TilePosition));
                        break;

                    case 10:
                        enemies.Add(new e1(game, TilePosition, player, enemies.Count, camera));
                        break;

                    case 11:
                        pickups.Add(new PICKUPcoin(game, player, TilePosition, 5, pickups.Count));
                        break;

                    case 12:
                        boss = new B1(game, TilePosition.X, this);
                        break;

                    //-----
                    case 19:
                        deco.Add(new cloud(game, 1, TilePosition));
                        break;

                    case 20:
                        deco.Add(new cloud(game, 2, TilePosition));
                        break;

                    case 21:
                        deco.Add(new cloud(game, 3, TilePosition));
                        break;

                    case 22:
                        triggers.Add(new tDialogue(TilePosition.X, game));
                        break;

                    case 23:
                        triggers.Add(new tStaticCamera(TilePosition.X, game));
                        break;

                    case 24:
                        triggers.Add(new tDynamicCamera(TilePosition.X, game));
                        break;

                    case 122:
                        pickups.Add(new PICKUPinvincibility(game, player, TilePosition, pickups.Count));
                        break;

                    case 123:
                        pickups.Add(new PICKUPlife(game, TilePosition, player, pickups.Count));
                        break;

                    case 124:
                        pickups.Add(new PICKUPprojectile(game, player, TilePosition, pickups.Count));
                        break;
                    }
                }
            }

            #endregion

            player.LoadContent();
            manager.LoadContent();
            hud.LoadContent();

            foreach (GameObject t in tiles)
            {
                t.LoadContent();
            }

            foreach (Enemy e in enemies)
            {
                e.LoadContent();
            }

            foreach (GameObject g in deco)
            {
                g.LoadContent();
            }

            foreach (GameObject g in pickups)
            {
                g.LoadContent();
            }

            foreach (Trigger t in triggers)
            {
                t.LoadContent();
            }

            boss.LoadContent();

            base.LoadContent();
        }