public virtual void CheckCollisions(SpriteList against) { }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); imageArray = new Texture2D[21]; colorArray = new Color[21][]; bombImageIndex.X = 0; bombImageIndex.Y = 5; imageArray[0] = Content.Load<Texture2D>("Weapon/weapon01"); imageArray[1] = Content.Load<Texture2D>("Weapon/weapon02"); imageArray[2] = Content.Load<Texture2D>("Weapon/weapon03"); imageArray[3] = Content.Load<Texture2D>("Weapon/weapon02"); imageArray[4] = Content.Load<Texture2D>("Weapon/weapon01"); vineImageIndex.X = 5; vineImageIndex.Y = 4; imageArray[5] = Content.Load<Texture2D>("Vine/vinebase"); imageArray[6] = Content.Load<Texture2D>("Vine/vinebase02"); imageArray[7] = Content.Load<Texture2D>("Vine/vinebase03"); imageArray[8] = Content.Load<Texture2D>("Vine/vinebase04"); bubbleImageIndex.X = 10; bubbleImageIndex.Y = 5; imageArray[10] = Content.Load<Texture2D>("Bubble/bubble00"); imageArray[11] = Content.Load<Texture2D>("Bubble/bubble01"); imageArray[12] = Content.Load<Texture2D>("Bubble/bubble02"); imageArray[13] = Content.Load<Texture2D>("Bubble/bubble03"); imageArray[14] = Content.Load<Texture2D>("Bubble/Gas 001"); wallImageIndex.X = 15; wallImageIndex.Y = 2; imageArray[15] = Content.Load<Texture2D>("walledge00"); imageArray[16] = Content.Load<Texture2D>("walledge01"); imageArray[20] = Content.Load<Texture2D>("Cursor/cursor02"); colorArray[0] = new Color[imageArray[0].Width * imageArray[0].Height]; colorArray[1] = new Color[imageArray[1].Width * imageArray[1].Height]; colorArray[2] = new Color[imageArray[2].Width * imageArray[2].Height]; colorArray[3] = new Color[imageArray[3].Width * imageArray[3].Height]; colorArray[4] = new Color[imageArray[4].Width * imageArray[4].Height]; colorArray[5] = new Color[imageArray[5].Width * imageArray[5].Height]; colorArray[6] = new Color[imageArray[6].Width * imageArray[6].Height]; colorArray[7] = new Color[imageArray[7].Width * imageArray[7].Height]; colorArray[8] = new Color[imageArray[8].Width * imageArray[8].Height]; colorArray[10] = new Color[imageArray[10].Width * imageArray[10].Height]; colorArray[11] = new Color[imageArray[11].Width * imageArray[11].Height]; colorArray[12] = new Color[imageArray[12].Width * imageArray[12].Height]; colorArray[13] = new Color[imageArray[13].Width * imageArray[13].Height]; colorArray[15] = new Color[imageArray[15].Width * imageArray[15].Height]; colorArray[16] = new Color[imageArray[16].Width * imageArray[16].Height]; imageArray[0].GetData(colorArray[0]); imageArray[1].GetData(colorArray[1]); imageArray[2].GetData(colorArray[2]); imageArray[3].GetData(colorArray[3]); imageArray[4].GetData(colorArray[4]); imageArray[5].GetData(colorArray[5]); imageArray[6].GetData(colorArray[6]); imageArray[7].GetData(colorArray[7]); imageArray[8].GetData(colorArray[8]); imageArray[10].GetData(colorArray[10]); imageArray[15].GetData(colorArray[15]); imageArray[16].GetData(colorArray[16]); vineMake = Content.Load<SoundEffect>("Vine/vineMake"); vineDestroy = Content.Load<SoundEffect>("Vine/vineDestroyHigh"); vineHit = Content.Load<SoundEffect>("Vine/vineHit02"); coreHit = Content.Load<SoundEffect>("coreHitSudden"); backgroundHum = Content.Load<SoundEffect>("lowThump").CreateInstance(); backgroundHum.Volume = 0.3f; //reduces headaches sFont = Content.Load<SpriteFont>("SpriteFont1"); for (int i = 0; i < wallCount; i++) { Sprite s = new Wall(); leftWallList.Add(s); } objectList.Add(leftWallList); for (int i = 0; i < wallCount; i++) { Sprite s = new Wall(); ((Wall)s).Flip(); rightWallList.Add(s); } objectList.Add(rightWallList); for (int i = 0; i < vineCount; i++) { SpriteList sl = new SpriteList();//Vine(); for (int j = 0; j < vineCount; j++) { Sprite s = new Vine(); sl.Add(s); } vineList.Add(sl); } objectList.Add(vineList); for (int i = 0; i < bombCount; i++) { Sprite s = new Bomb(); bombList.Add(s); } objectList.Add(bombList); for (int i = 0; i < bubbleCount; i++) { Sprite s = new Bubble(); bubbleList.Add(s); } uI.Add(bubbleList); //think they should always move. they are cosmetic afterall cursor = new Cursor(); uI.Add(cursor); objectList.Setup(); uI.Setup(); FindBorders(); State = GAME_MENU; // Comment out this line for one game // to clear the high score //GetHighScore(); }