public SnakeLevel(Map map) { TiledMap = map; LevelType = (SnakeLevelType)Enum.Parse(typeof(SnakeLevelType), map.Properties["LevelType"].Value); switch (LevelType) { case SnakeLevelType.Arcade: break; case SnakeLevelType.Puzzle: IsCollectLimited = map.Properties.ContainsKey("IsCollectLimited") ? bool.Parse(map.Properties["IsCollectLimited"].Value) : false; IsScoreLimited = map.Properties.ContainsKey("IsScoreLimited") ? bool.Parse(map.Properties["IsScoreLimited"].Value) : false; IsTimeLimited = map.Properties.ContainsKey("IsTimeLimited") ? bool.Parse(map.Properties["IsTimeLimited"].Value) : false; FoodVanish = map.Properties.ContainsKey("FoodVanish") ? bool.Parse(map.Properties["FoodVanish"].Value) : false; FoodAddsSpeed = map.Properties.ContainsKey("FoodAddsSpeed") ? bool.Parse(map.Properties["FoodAddsSpeed"].Value) : false; FoodRequired = IsCollectLimited ? (int?)int.Parse(map.Properties["FoodRequired"].Value) : null; ScoreRequired = IsScoreLimited ? (int?)int.Parse(map.Properties["ScoreRequired"].Value) : null; TimeLimit = IsTimeLimited ? (int?)int.Parse(map.Properties["TimeLimit"].Value) : null; RemainingTime = TimeLimit; break; case SnakeLevelType.Timed: IsTimeLimited = bool.Parse(map.Properties["IsTimeLimited"].Value); TimeLimit = int.Parse(map.Properties["TimeLimit"].Value); RemainingTime = TimeLimit; break; default: break; } }
public static void Init(GraphicsDevice device, Map tiledMap) { if (!init) { offset = new Point((device.PresentationParameters.BackBufferWidth - (tiledMap.Width * tiledMap.TileWidth)) / 2, (device.PresentationParameters.BackBufferHeight - (tiledMap.Height * tiledMap.TileHeight)) / 4); } }
public void LoadMap(string mapName) { map = Content.Load<Map>(@"Levels\1"); foreach (ObjectLayer objectLayer in map.ObjectLayers) { foreach (MapObject mapObject in objectLayer.MapObjects) { LoadObject(mapObject); } } }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public void Initialize(Rectangle viewBounds, Map map) { this.map = map; mapView = new Rectangle(0, 0, viewBounds.Width, viewBounds.Height); for (int i = 0; i < map.ObjectLayers.Count; i++) { switch (map.ObjectLayers[i].Name) { case "Collision": collisionLayer = i; break; case "Death": deathLayer = i; break; case "Objective": objectiveLayer = i; break; default: break; } } }
public void getDrawTranslation(ref Matrix mx, ref Rectangle viewPort, ref Map mp) { float cameraX, cameraY; if (mx == null || focusEntity == null) { return; } if (focusEntity.Position.X < viewPort.Width / 2) { cameraX = -viewPort.Width / 2; } else if (focusEntity.Position.X > (mp.TileWidth * mp.Width) - viewPort.Width / 2) { cameraX = (-1)*((mp.TileWidth * mp.Width) - viewPort.Width / 2); } else { cameraX = -focusEntity.Position.X; } if (focusEntity.Position.Y < viewPort.Height / 2) { cameraY = -viewPort.Height / 2; } else if (focusEntity.Position.Y > (mp.TileHeight * mp.Height) - viewPort.Height / 2) { cameraY = (-1) * ((mp.TileHeight * mp.Height) - viewPort.Height / 2); } else { cameraY = -focusEntity.Position.Y; } mx = Matrix.CreateTranslation(cameraX, cameraY, 0.0f) * Matrix.CreateScale(1.0f) * Matrix.CreateTranslation(viewPort.Width / 2, viewPort.Height / 2, 0.0f); }
public void getDrawRectangle(ref Rectangle rx, ref Rectangle viewPort, ref Map mp) { float cameraX, cameraY; if (rx == null || focusEntity == null) { return; } if (focusEntity.Position.X < viewPort.Width / 2) { cameraX = 0; } else if (focusEntity.Position.X > (mp.TileWidth * mp.Width) - viewPort.Width / 2) { cameraX = ((mp.TileWidth * mp.Width) - viewPort.Width); } else { cameraX = focusEntity.Position.X - viewPort.Width / 2; } if (focusEntity.Position.Y < viewPort.Height / 2) { cameraY = 0; } else if (focusEntity.Position.Y > (mp.TileHeight * mp.Height) - viewPort.Height / 2) { cameraY = ((mp.TileHeight * mp.Height) - viewPort.Height); } else { cameraY = focusEntity.Position.Y - viewPort.Height / 2; } rx = new Rectangle((int)cameraX, (int)cameraY, viewPort.Width, viewPort.Height); }
public Hitbox(Map map) { hitboxes = new List<Rectangle>(); foreach (var tiles in map.TileLayers[map.TileLayers.Count - 2].Tiles) { foreach (var tile in tiles) { if (tile != null) { hitboxes.Add(tile.Target); } } } doors = new List<List<Rectangle>> { new List<Rectangle>(), new List<Rectangle>(), new List<Rectangle>(), new List<Rectangle>(), new List<Rectangle>() }; for (int i = 0; i < 5; i++) { foreach (var tiles in map.TileLayers[i + 4].Tiles) { foreach (var tile in tiles) { if (tile != null) { doors[i].Add(tile.Target); } } } } }
public override void LoadContent() { Intialize(); ContentManager content = ScreenManager.Game.Content; Players.Add(SnakeFactory.CreateFromTemplate("default")); gameFont = ScreenManager.Game.Content.Load<SpriteFont>("gamefont"); scoreFont = ScreenManager.Game.Content.Load<SpriteFont>("scorefont"); //gameBackground = ScreenManager.Game.Content.Load<Texture2D>("sky_bg"); //midGround = ScreenManager.Game.Content.Load<Texture2D>("midground_grasshill"); cherryFood = ScreenManager.Game.Content.Load<Texture2D>("cherry"); bananaFood = ScreenManager.Game.Content.Load<Texture2D>("bananas"); tiledMap = content.Load<Map>(TiledMapName); SnakeHelper.Init(ScreenManager.GraphicsDevice, tiledMap); tiledMap.Offset = SnakeHelper.offset; CurrentLevel = new SnakeLevel(tiledMap); //GridMap needs to be last due to reliance on Map and SnakeLevel map = new GridMap(CurrentLevel); }
// pass a map and a vector stating where you'd like to move to // this method checks against nearby walls and prevents you from overdoing boundaries // this method modifies step public void checkForWalls(Map checkMap, ref Vector2 delta) { if (this.horizontal_pos < 0 || this.vertical_pos < 0 || this.horizontal_pos + this.width >= checkMap.Width * checkMap.TileWidth || this.vertical_pos + this.height >= checkMap.Height * checkMap.TileHeight) { return; } foreach (TileLayer layer in checkMap.TileLayers) { bool isSolid = false; foreach (KeyValuePair<string, Property> p in layer.Properties) { if (p.Key.Equals("solid") && p.Value.AsInt32 == 1) { isSolid = true; } } if (isSolid == true) { // horizontal map check if (delta.X - horizontal_pos < -0.0001) { int i; for (i = ((int)delta.X) / checkMap.TileWidth; i >= 0; i--) { if (layer.Tiles[i][((int)vertical_pos) / checkMap.TileHeight] != null || layer.Tiles[i][((int)(vertical_pos + height)) / checkMap.TileHeight] != null) { break; } } if ((i + 1) * checkMap.TileWidth > delta.X) { velocity.X = 0.0f; } delta.X = Math.Max(delta.X, (i + 1) * checkMap.TileWidth); } else if (delta.X - horizontal_pos > 0.0001) { int i; for (i = ((int)(delta.X + width)) / checkMap.TileWidth; i < checkMap.Width; i++) { if (layer.Tiles[i][((int)vertical_pos) / checkMap.TileHeight] != null || layer.Tiles[i][((int)(vertical_pos + height)) / checkMap.TileHeight] != null) { break; } } if ((i) * checkMap.TileWidth < delta.X + width) { velocity.X = 0.0f; } delta.X = Math.Min(delta.X, (i - 1) * checkMap.TileWidth); } // vertical map check if (delta.Y - vertical_pos < -0.0001) { int i; for (i = ((int)delta.Y) / checkMap.TileHeight; i >= 0; i--) { if (layer.Tiles[((int)horizontal_pos) / checkMap.TileWidth][i] != null || layer.Tiles[((int)(horizontal_pos + width)) / checkMap.TileWidth][i] != null) { onTheGround = false; break; } } if ((i + 1) * checkMap.TileHeight > delta.Y) { velocity.Y = 0.0f; } delta.Y = Math.Max(delta.Y, (i + 1) * checkMap.TileHeight); } else if (delta.Y - vertical_pos > 0.0001) { int i; for (i = ((int)(delta.Y + height)) / checkMap.TileHeight; i < checkMap.Height; i++) { if (layer.Tiles[((int)horizontal_pos) / checkMap.TileWidth][i] != null || layer.Tiles[((int)(horizontal_pos + width)) / checkMap.TileWidth][i] != null) { break; } } if ((i - 1) * checkMap.TileHeight < delta.Y) { onTheGround = true; } else { onTheGround = false; } //if ((i + 1) * checkMap.TileHeight < delta.Y) if (Math.Min(delta.Y, (i - 1) * checkMap.TileHeight) < delta.Y) { velocity.Y = 0.0f; } delta.Y = Math.Min(delta.Y, (i - 1) * checkMap.TileHeight); } } } }
private void loadLevelThread() { #if XBOX Thread.CurrentThread.SetProcessorAffinity(Game1.loadThread); #endif Monitor.Enter(levelEntities); grabbed = true; if (Entity.globalEntityList != null) { Entity.globalEntityList.Clear(); Entity.globalEntityList.TrimExcess(); } tagLineA = "LEVEL " + (Game1.CurrentLevel + 1); tagLineB = Game1.levelNames[Game1.CurrentLevel]; switch (Game1.CurrentLevel) { case 0: parallax1 = null; parallax2 = "cityParallax2"; parallax3 = "cityParallax3"; levelSong = "songs/song0"; break; case 1: levelSong = "songs/song1"; parallax1 = null; parallax2 = "cityParallax2"; parallax3 = "cityParallax3"; break; case 2: levelSong = "songs/song2"; parallax1 = "sewerParallax3"; parallax2 = "sewerParallax2"; parallax3 = "sewerParallax1"; break; case 3: levelSong = "songs/song3"; parallax1 = "factoryParallax1"; parallax2 = "factoryParallax2"; parallax3 = "factoryParallax3"; break; case 4: levelSong = "songs/song4"; parallax1 = "factoryParallax1"; parallax2 = "factoryParallax2"; parallax3 = "sewerParallax1"; break; default: break; } levelMap = contentManager.Load<Map>(levelName); foreach (ObjectLayer layer in levelMap.ObjectLayers) { foreach (MapObject obj in layer.MapObjects) { Entity en = null; switch (obj.Name) { case "player": if (checkPointTouched == false) { en = new Player(obj.Bounds.X, obj.Bounds.Y); checkPointTime = 0.0f; levelRecordTime = 0; } else { en = new Player(respawnPosition.X, respawnPosition.Y); levelRecordTime = checkPointTime; } levelEntities.Add(en); levelCamera.setNewFocus(ref en); break; case "wm_pos": levelEntities.Add(new WallMagnet(obj.Bounds.X, obj.Bounds.Y, Entity.Polarity.Positive)); break; case "wm_neg": levelEntities.Add(new WallMagnet(obj.Bounds.X, obj.Bounds.Y, Entity.Polarity.Negative)); break; case "walker_pos": levelEntities.Add(new Enemy(obj.Bounds.X, obj.Bounds.Y)); break; case "walker_neg": levelEntities.Add(new Enemy(obj.Bounds.X, obj.Bounds.Y)); break; case "jumper_pos": levelEntities.Add(new JumpingEnemy(obj.Bounds.X, obj.Bounds.Y)); break; case "factory_conveyer_left": levelEntities.Add(new ConveyerBelt(obj.Bounds.X, obj.Bounds.Y, ConveyerBelt.ConveyerSpot.Left)); break; case "factory_conveyer_mid": levelEntities.Add(new ConveyerBelt(obj.Bounds.X, obj.Bounds.Y, ConveyerBelt.ConveyerSpot.Mid)); break; case "factory_conveyer_right": levelEntities.Add(new ConveyerBelt(obj.Bounds.X, obj.Bounds.Y, ConveyerBelt.ConveyerSpot.Right)); break; case "spikes_up": levelEntities.Add(new Spikes(obj.Bounds.X, obj.Bounds.Y)); break; case "angrySaw": levelEntities.Add(new AngrySaw(obj.Bounds.X, obj.Bounds.Y)); break; case "lava": levelEntities.Add(new Lava(obj.Bounds.X, obj.Bounds.Y)); break; case "lavaDumper": if (obj.Properties.ContainsKey("interval")) { levelEntities.Add(new LavaDumper(obj.Bounds.X, obj.Bounds.Y, (double)(obj.Properties["interval"].AsSingle))); } else { levelEntities.Add(new LavaDumper(obj.Bounds.X, obj.Bounds.Y)); } break; case "endLevelFlag": levelEntities.Add(new EndLevelFlag(obj.Bounds.X, obj.Bounds.Y)); break; case "lolrus": levelEntities.Add(new Lolrus(obj.Bounds.X, obj.Bounds.Y)); break; case "wallEntity": levelEntities.Add(new climbWall(obj.Bounds.X, obj.Bounds.Y)); break; case "shieldDudeRight": levelEntities.Add(new ShieldDude(obj.Bounds.X, obj.Bounds.Y, true)); break; case "shieldDudeLeft": levelEntities.Add(new ShieldDude(obj.Bounds.X, obj.Bounds.Y, false)); break; case "heartItem": levelEntities.Add(new HealthItem(obj.Bounds.X, obj.Bounds.Y)); break; case "boss": levelEntities.Add(new Boss(obj.Bounds.X, obj.Bounds.Y)); break; case "flagDoor": if (obj.Properties["color"].Value == "blue") { levelEntities.Add(new FlagDoor(obj.Bounds.X, obj.Bounds.Y, FlagColor.Blue)); } else if (obj.Properties["color"].Value == "green") { levelEntities.Add(new FlagDoor(obj.Bounds.X, obj.Bounds.Y, FlagColor.Green)); } else if (obj.Properties["color"].Value == "red") { levelEntities.Add(new FlagDoor(obj.Bounds.X, obj.Bounds.Y, FlagColor.Red)); } else if (obj.Properties["color"].Value == "yellow") { levelEntities.Add(new FlagDoor(obj.Bounds.X, obj.Bounds.Y, FlagColor.Yellow)); } else if (obj.Properties["color"].Value == "purple") { levelEntities.Add(new FlagDoor(obj.Bounds.X, obj.Bounds.Y, FlagColor.Purple)); } break; case "flagLock": if (obj.Properties["color"].Value == "blue") { levelEntities.Add(new FlagLock(obj.Bounds.X, obj.Bounds.Y, FlagColor.Blue)); } else if (obj.Properties["color"].Value == "green") { levelEntities.Add(new FlagLock(obj.Bounds.X, obj.Bounds.Y, FlagColor.Green)); } else if (obj.Properties["color"].Value == "red") { levelEntities.Add(new FlagLock(obj.Bounds.X, obj.Bounds.Y, FlagColor.Red)); } else if (obj.Properties["color"].Value == "yellow") { levelEntities.Add(new FlagLock(obj.Bounds.X, obj.Bounds.Y, FlagColor.Yellow)); } else if (obj.Properties["color"].Value == "purple") { levelEntities.Add(new FlagLock(obj.Bounds.X, obj.Bounds.Y, FlagColor.Purple)); } break; case "flagKey": if (obj.Properties["color"].Value == "blue") { levelEntities.Add(new FlagKey(obj.Bounds.X, obj.Bounds.Y, FlagColor.Blue)); } else if (obj.Properties["color"].Value == "green") { levelEntities.Add(new FlagKey(obj.Bounds.X, obj.Bounds.Y, FlagColor.Green)); } else if (obj.Properties["color"].Value == "red") { levelEntities.Add(new FlagKey(obj.Bounds.X, obj.Bounds.Y, FlagColor.Red)); } else if (obj.Properties["color"].Value == "yellow") { levelEntities.Add(new FlagKey(obj.Bounds.X, obj.Bounds.Y, FlagColor.Yellow)); } else if (obj.Properties["color"].Value == "purple") { levelEntities.Add(new FlagKey(obj.Bounds.X, obj.Bounds.Y, FlagColor.Purple)); } break; case "tutorialSign": if (obj.Properties["message"].Value == "message1") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)1)); } else if (obj.Properties["message"].Value == "message2") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)2)); } else if (obj.Properties["message"].Value == "message3") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)3)); } else if (obj.Properties["message"].Value == "message4") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)4)); } else if (obj.Properties["message"].Value == "message5") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)5)); } else if (obj.Properties["message"].Value == "message6") { levelEntities.Add(new TutorialSign(obj.Bounds.X, obj.Bounds.Y, (TutorialSign.SignMessage)6)); } break; case "bossShield": levelEntities.Add(new bossShield(obj.Bounds.X, obj.Bounds.Y)); break; case "walkMarker": levelEntities.Add(new WalkMarker(obj.Bounds.X, obj.Bounds.Y)); break; case "goomba": levelEntities.Add(new Goomba(obj.Bounds.X, obj.Bounds.Y)); break; case "flagCloseSwitch": if (obj.Properties["color"].Value == "blue") { levelEntities.Add(new FlagCloseSwitch(obj.Bounds.X, obj.Bounds.Y, FlagColor.Blue)); } else if (obj.Properties["color"].Value == "yellow") { levelEntities.Add(new FlagCloseSwitch(obj.Bounds.X, obj.Bounds.Y, FlagColor.Yellow)); } else if (obj.Properties["color"].Value == "red") { levelEntities.Add(new FlagCloseSwitch(obj.Bounds.X, obj.Bounds.Y, FlagColor.Red)); } else if (obj.Properties["color"].Value == "purple") { levelEntities.Add(new FlagCloseSwitch(obj.Bounds.X, obj.Bounds.Y, FlagColor.Purple)); } else if (obj.Properties["color"].Value == "green") { levelEntities.Add(new FlagCloseSwitch(obj.Bounds.X, obj.Bounds.Y, FlagColor.Green)); } break; case "easterEgg": levelEntities.Add(new EasterEgg(obj.Bounds.X, obj.Bounds.Y)); break; default: break; } } } Thread.Sleep(1500); Monitor.Exit(levelEntities); }
private void DrawLayersInOrder(Map map, SpriteBatch spriteBatch, Rectangle viewport) { float layerDepth = 1.0f; float layerDepthDec = 1.0f / (float)map.LayerOrder.Length; foreach (var layer in map.LayerOrder) { switch (layer.LayerType) { case LayerType.TileLayer: map.DrawLayer(spriteBatch, layer.ID, viewport, layerDepth); break; case LayerType.ObjectLayer: map.DrawObjectLayer(spriteBatch, layer.ID, viewport, layerDepth); break; case LayerType.ImageLayer: map.DrawImageLayer(spriteBatch, layer.ID, viewport, layerDepth); break; } layerDepth -= layerDepthDec; } }
private void InitCollisionCells(Map tiledMap) { int tileYIndex = tiledMap.TileLayers["Environment"].Tiles[0].Count(); int tileXIndex = tiledMap.TileLayers["Environment"].Tiles.Count(); for (int y = 0; y < tileYIndex; y++) { for (int x = 0; x < tileXIndex; x++) { if (tiledMap.TileLayers["Environment"].Tiles[x][y] != null) { int sourceId = tiledMap.TileLayers["Environment"].Tiles[x][y].SourceID; if (tiledMap.SourceTiles[sourceId].Properties.Keys.Contains("Col")) { cellsInUse.Add(this.Cells[y * this.Width + x]); } } } } }
public void DrawLayer(SpriteBatch spriteBatch, Map map, Int32 layerID, ref Rectangle region, Single layerDepth) { // Tiles are stored in a multidimensional array. // By converting the map coordinates to tile coordinates // we can eliminate the need for bound checking Int32 txMin = region.X / map.TileWidth; Int32 txMax = (region.X + region.Width) / map.TileWidth; Int32 tyMin = region.Y / map.TileHeight; Int32 tyMax = (region.Y + region.Height) / map.TileHeight; for (int y = tyMin; y <= tyMax; y++) { for (int x = txMin; x <= txMax; x++) { // check that we aren't going outside the map, and that there is a tile at this location if (x < map.TileLayers[layerID].Tiles.Length && y < map.TileLayers[layerID].Tiles[x].Length && map.TileLayers[layerID].Tiles[x][y] != null) { map.TileLayers[layerID].OpacityColor = Color.White; // adjust the tiles map coordinates to screen space Rectangle tileTarget = map.TileLayers[layerID].Tiles[x][y].Target; tileTarget.X = tileTarget.X - region.X; tileTarget.Y = tileTarget.Y - region.Y; spriteBatch.Draw( // the texture (image) of the tile sheet is mapped by // Tile.SourceID -> TileLayers.TilesetID -> Map.Tileset.Texture map.Tilesets[map.SourceTiles[map.TileLayers[layerID].Tiles[x][y].SourceID].TilesetID].Texture, // screen space of the tile tileTarget, // source of the tile in the tilesheet map.SourceTiles[map.TileLayers[layerID].Tiles[x][y].SourceID].Source, // layers can have an opacity value, this property is Color.White at the opacity of the layer map.TileLayers[layerID].OpacityColor, // tile rotation value map.TileLayers[layerID].Tiles[x][y].Rotation, // origin of the tile, this is always the center of the tile map.SourceTiles[map.TileLayers[layerID].Tiles[x][y].SourceID].Origin, // tile horizontal or vertical flipping value map.TileLayers[layerID].Tiles[x][y].Effects, // depth for SpriteSortMode layerDepth); } } } }
public void Update(GameTime gt, GraphicsDevice graphicsDevice, Map m) { //Do not display beyond the edge of the map Viewport vp = graphicsDevice.Viewport; float minX = m.Bounds.X+(vp.Width*0.5f); float minY = m.Bounds.Y+(vp.Height*0.5f); float maxX = m.Bounds.X+m.Bounds.Width-(vp.Width*0.5f); float maxY = m.Bounds.Y+m.Bounds.Height-(vp.Height*0.5f); //Following the sprite if (isFollowingSprite) { Vector2 newPos = pos; if (!fixedX) newPos.X = MathHelper.Clamp(sprite.pos.X, minX, maxX); if (!fixedY) newPos.Y = MathHelper.Clamp(sprite.pos.Y, minY, maxY); pos = newPos; } }
/// <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>("Animations/AllCharacterAnimations"); PlayerTextureDark = Content.Load<Texture2D>("Animations/AllCharacterAnimationsDark"); DoctorTexture = Content.Load<Texture2D>("Animations/AllCharacterAnimationsDoctor"); DoctorTextureDark = Content.Load<Texture2D>("Animations/AllCharacterAnimationsDoctorDark"); NurseTexture = Content.Load<Texture2D>("Animations/AllCharacterAnimationsHoitsu"); NurseTextureDark = Content.Load<Texture2D>("Animations/AllCharacterAnimationsHoitsuDark"); WorldTileSheet = Content.Load<Texture2D>("Maps/worldsheet"); WorldTileSheetDark = Content.Load<Texture2D>("Maps/hellworldsheet"); PropsTileSheet = Content.Load<Texture2D>("Maps/props"); PropsTileSheetDark = Content.Load<Texture2D>("Maps/hellprops"); Menu = Content.Load<Texture2D>("titlescreenhearthand2"); Credits = Content.Load<Texture2D>("Credits1"); Start1 = Content.Load<Texture2D>("StartImages/start1"); Start2 = Content.Load<Texture2D>("StartImages/start2"); Start3 = Content.Load<Texture2D>("StartImages/start3"); Start4 = Content.Load<Texture2D>("StartImages/start4"); End1 = Content.Load<Texture2D>("StartImages/End1"); End2 = Content.Load<Texture2D>("StartImages/End2"); End3 = Content.Load<Texture2D>("StartImages/End3"); MenuMusic = Content.Load<SoundEffect>("Music/1 musa v1"); Musa1 = Content.Load<SoundEffect>("Music/1_musiikki"); Musa2 = Content.Load<SoundEffect>("Music/2_musiikki"); Musa3 = Content.Load<SoundEffect>("Music/3_musiikki"); Musa4 = Content.Load<SoundEffect>("Music/4_musiikki"); kirkuna = Content.Load<SoundEffect>("Music/kirkuna"); instance = MenuMusic.CreateInstance(); instance.IsLooped = true; instance.Volume = volume; instance.Play(); player = new Player(PlayerTexture, new Vector2(55)); enemies = new List<Enemy> (); Map.InitObjectDrawing(GraphicsDevice); map = Content.Load<Map>("Maps/Stage"); mapView = map.Bounds; hitbox = new Hitbox(map); heartbeat = Content.Load<SoundEffect>("GGJ13_Theme"); heartbeatInstance = heartbeat.CreateInstance(); // TODO: use this.Content to load your game content here }