/// <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); // TODO: use this.Content to load your game content here // create the buttons start = new TempButton(Content.Load <Texture2D>("startButton"), Content.Load <Texture2D>("startButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2 - 100, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); options = new TempButton(Content.Load <Texture2D>("optionsButton"), Content.Load <Texture2D>("optionsButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); controls = new TempButton(Content.Load <Texture2D>("controlsButton"), Content.Load <Texture2D>("controlsButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2 + 100, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); quit = new TempButton(Content.Load <Texture2D>("quitButton"), Content.Load <Texture2D>("quitButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2 + 200, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); back = new TempButton(Content.Load <Texture2D>("backButton"), Content.Load <Texture2D>("backButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 + 200, GraphicsDevice.Viewport.Height / 2 + 150, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); resume = new TempButton(Content.Load <Texture2D>("resumeButton"), Content.Load <Texture2D>("resumeButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2 - 100, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); restart = new TempButton(Content.Load <Texture2D>("restartButton"), Content.Load <Texture2D>("restartButtonHover"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); easy = new TempButton(Content.Load <Texture2D>("easyIndicator"), Content.Load <Texture2D>("godMode"), new Rectangle(GraphicsDevice.Viewport.Width / 2 - GraphicsDevice.Viewport.Width / 8, GraphicsDevice.Viewport.Height / 2 - 100, GraphicsDevice.Viewport.Width / 4, GraphicsDevice.Viewport.Height / 8)); // Load the font font = Content.Load <SpriteFont>("font"); // sprite loading platform = Content.Load <Texture2D>("platform"); player = Content.Load <Texture2D>("Player"); easyIndicator = Content.Load <Texture2D>("easyIndicator"); flashlight = Content.Load <Texture2D>("flashlight"); closedDoor = Content.Load <Texture2D>("closeDoor"); openDoor = Content.Load <Texture2D>("openDoor"); leverBefore = Content.Load <Texture2D>("leverBefore"); leverAfter = Content.Load <Texture2D>("leverAfter"); buttonBefore = Content.Load <Texture2D>("buttonBefore"); buttonAfter = Content.Load <Texture2D>("buttonAfter"); godMode = false; // Control loading Texture2D select = Content.Load <Texture2D>("selectionBox"); Texture2D check = Content.Load <Texture2D>("selectionBoxChecked"); Texture2D selectHover = Content.Load <Texture2D>("selectionBoxHover"); jump = new TempButton(select, selectHover, new Rectangle(250, 175, select.Width, select.Height)); left = new TempButton(select, selectHover, new Rectangle(250, 275, select.Width, select.Height)); right = new TempButton(select, selectHover, new Rectangle(250, 375, select.Width, select.Height)); jumpTitle = Content.Load <Texture2D>("jumpButton"); leftTitle = Content.Load <Texture2D>("leftButton"); rightTitle = Content.Load <Texture2D>("rightButton"); godModeTitle = Content.Load <Texture2D>("godMode"); godModeSelect = new TempButton(select, select, new Rectangle(350, 515, select.Width, select.Height)); godModeChecked = new TempButton(check, check, new Rectangle(450, 515, select.Width, select.Height)); reset = new TempButton(select, selectHover, new Rectangle(850, 415, select.Width, select.Height)); // loading levels // files must be in the debug folder to work test = new LevelReader(platform, player, openDoor, closedDoor, leverBefore, leverAfter, buttonBefore, buttonAfter, @"test.level"); test.ReadFile(); walls = test.Interactable; inputObjects = test.InputObjects; clDoor = test.DoorClose; oDoor = test.DoorOpen; doorOpen = false; leverPressable = false; }