public Hud(int x, int y, int w, int h, SpriteBatch s, Player p, Camera g, Level level) : base(x, y, w, h) { sprite = s; player = p; view = g; Check(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here player = new Player(100,100,60,60); // TODO: give player actual rectangle values g = GameState.Menu; world = new World(GameVariables.menuWorld, s); // Menu "world" pause = false; // x y width height are temporary filler values //gameHUD = new Hud(50, 20, 700, 180, spriteBatch, player, world.Levels[0].HudInfo , (GameVariables.menuWorld + " - " + (world.currentLevel + 1).ToString())); player.ObjPos.X = world.Levels[0].playerSpawn.X; player.ObjPos.Y = world.Levels[0].playerSpawn.Y; moveCamera = new Camera(player, GraphicsDevice); width = GraphicsDevice.Viewport.Width; height = GraphicsDevice.Viewport.Height; base.Initialize(); }
/// <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); player.LoadContent(Content); GameVariables.LoadContentFiles(Content); // TODO: use this.Content to load your game content here pauseBack = Content.Load<Texture2D>(GameVariables.imgWall); gameFont = Content.Load<SpriteFont>(GameVariables.gFont); gameFont2 = Content.Load<SpriteFont>(GameVariables.gFont2); deathScreen = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/death"); victoryScreen = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/Victory"); menu = new AnimatedTexture(Content, @"ContentFiles/Images/Sprites/fronta", 5, .05f); world = new World(GameVariables.menuWorld, s, player, Content); // Menu "world" world.LoadWorld(); player.ObjPos.X = world.levels["main.txt"].playerSpawn.X; player.ObjPos.Y = world.levels["main.txt"].playerSpawn.Y; world.currentLevel = "main.txt"; moveCamera = new Camera(player, GraphicsDevice); gameHUD = new Hud((int)moveCamera.camX + 20, (int)moveCamera.camY + 20, 300, 45, spriteBatch, player, moveCamera, world.levels[world.currentLevel]); falling = new SoundLoop(GameVariables.fallingLoopInstance1, 700, GameVariables.fallingLoopInstance2, 700, GameVariables.fallingAccelerationInstance, 850); robotMovement = new SoundLoop(GameVariables.robotSoundInstance1, 690, GameVariables.robotSoundInstance2, 690); gameHUD.backt = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/back"); gameHUD.undert = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/grey"); gameHUD.energyt = Content.Load<Texture2D>(@"ContentFiles/Images/Sprites/energy"); }