public override void LoadContent() { Rectangle viewport = ScreenManager.Game.Window.ClientBounds; //loads the new spritebatch spriteBatch = new SpriteBatch(ScreenManager.GraphicsDevice); if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); //loads the video array videos = new Video[videoCount]; safeBounds = new Rectangle( (int)(viewport.Width * SafeAreaPortion), (int)(viewport.Height * SafeAreaPortion), (int)(viewport.Width * (1 - 2 * SafeAreaPortion)), (int)(viewport.Height * (1 - 2 * SafeAreaPortion))); //loads all arrays sensitivityDisplays = new OtherObject[4]; leftBunkers = new OtherObject[4]; rightBunkers = new OtherObject[4]; playerTriggerSensitivitys = new float[4]; sourceRectangleSen = new Rectangle[4]; //loads a screenmanager font font = ScreenManager.Font; //loads the starting up sensitivity source rectangle (the first image on the sprite sheet) for (int i = 0; i < 4; i++) { sourceRectangleSen[i] = new Rectangle(0, 0, 250, 100); } //loads the starting up left bunker source rectangle from the sprite sheet //loads the starting up right bunker source rectangle from the sprite sheet sourceRectangleLeft = new Rectangle(658, 3, 90, 75); sourceRectangleRight = new Rectangle(488, 3, 90, 75); #region LoadXboxControllerTextures center = content.Load<Texture2D>("Xboxbutton\\xbox controller-center"); textureLength = center.Width; //the .left component of the picture for the xbox guide button left = (ScreenManager.GraphicsDevice.Viewport.Width / 2) - (textureLength / 2); //the .top component of the picture for the xbox guide button top = (ScreenManager.GraphicsDevice.Viewport.Height / 2) - (textureLength / 2) - 10; p1NotJoined = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP1-notjoined"); p1Ready = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP1-ready to play"); p1JoinedNotReady = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP1-joinedbutnotready"); p2NotJoined = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP2-notjoined"); p2Ready = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP2-ready to play"); p2JoinedNotReady = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP2-joinedbutnotready"); p3NotJoined = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP3-notjoined"); p3Ready = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP3-ready to play"); p3JoinedNotReady = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP3-joinedbutnotready"); p4NotJoined = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP4-notjoined"); p4Ready = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP4-ready to play"); p4JoinedNotReady = content.Load<Texture2D>("Xboxbutton\\xboxcontrollerP4-joinedbutnotready"); #endregion #region Load Misc. //videos loaded into game videos[0] = content.Load<Video>("Video\\54321"); player = new VideoPlayer(); //audio engine in game audioEngine = new AudioEngine("Content\\Audio\\JAMAudio.xgs"); waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb"); //loads the character textures Sayid = content.Load<Texture2D>("Sprites\\Players\\Sayid\\Images\\Sayid"); Sir_Edward = content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Images\\Sir_Edward"); Wilhelm = content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Images\\Wilhelm"); Juan = content.Load<Texture2D>("Sprites\\Players\\Juan\\Images\\Juan"); //loads the sprite sheets for the sensitivity display, the left bunker, and the right bunker for (int i = 0; i < 4; i++) { sensitivityDisplays[i] = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\Sensitivity_Sprite_Sheet")); leftBunkers[i] = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\xboxControllerSpriteSheet")); rightBunkers[i] = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\xboxControllerSpriteSheet")); } #endregion #region StartUp KnickKnacks //sleep for a little so the game can load Thread.Sleep(1000); //resets so xbox doesnt try to catch up with lost time in thread ScreenManager.Game.ResetElapsedTime(); //make sure to set up the new menu entries upon loading SetMenuEntryText(); //locked and loaded, ready to start up game soundBank.PlayCue("loadreload2"); #endregion }
public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); //loads the sprite sheets for the sensitivity display, the left bunker, and the right bunker sensitivityDisplay = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\Sensitivity_Sprite_Sheet")); leftBunker = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\xboxControllerSpriteSheet")); rightBunker = new OtherObject(content.Load<Texture2D>("Sprites\\Misc\\xboxControllerSpriteSheet")); sourceRectangleSen = new Rectangle(0, 0, 250, 100); backgroundTexture = content.Load<Texture2D>("Background\\background"); //loads the starting up left bunker source rectangle from the sprite sheet //loads the starting up right bunker source rectangle from the sprite sheet sourceRectangleLeft = new Rectangle(658, 3, 90, 75); sourceRectangleRight = new Rectangle(488, 3, 90, 75); }
public override void LoadContent() { if (ScreenManager.Game.Content == null) ScreenManager.Game.Content = new ContentManager(ScreenManager.Game.Services, "Content"); redRectangle = ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Misc\\redRectangle"); players = new Hero[NumberOfPlayers]; playerHalos = new OtherObject[NumberOfPlayers]; shotgunBullets = new ShotgunBullet[numberOfshotgunBullets]; miniUziBullets = new MiniUziBullet[numberOfminiUziBullets]; m4Bullets = new M4Bullet[numberOfm4Bullets]; g36cBullets = new G36CBullet[numberOfg36cBullets]; zombies = new Zombie[MaxZombies]; for (int i = 0; i < NumberOfPlayers; i++) { //Load the texture data from the Sprite folder depending on who the player is #region Texture Data if (PlayerCharacters[i] == Character.Sayid) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sayid\\Images\\Sayid")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sayid\\Halo\\Sayid-Halo")); } if (PlayerCharacters[i] == Character.Sir_Edward) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Images\\Sir_Edward")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Sir_Edward\\Halo\\Sir_Edward-Halo")); } if (PlayerCharacters[i] == Character.Wilhelm) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Images\\Wilhelm")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Wilhelm\\Halo\\Wilhelm-Halo")); } if (PlayerCharacters[i] == Character.Juan) { players[i] = new Hero(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Juan\\Images\\Juan")); playerHalos[i] = new OtherObject(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Players\\Juan\\Halo\\Juan-Halo")); } #endregion //give a position for the player to start out at #region Position //bottom left first players[i].position = new Vector2(players[i].sprite.Width * xSignedPosition + (totalFieldWidth / 2), players[i].sprite.Height * ySignedPosition + (totalFieldHeight / 2)); if (xSignedPosition == -1 && ySignedPosition == -1) { //then bottom right xSignedPosition *= -1; } else if (xSignedPosition == 1 && ySignedPosition == -1) { //then top right ySignedPosition *= -1; } else if (xSignedPosition == 1 && ySignedPosition == 1) { //then top left xSignedPosition *= -1; } #endregion //give the correct health for the player depending on the handicap #region Health if (players[i].playerHandicap == Handicap.Easy) { players[i].health = 20; } else if (players[i].playerHandicap == Handicap.Medium) { players[i].health = 15; } else if (players[i].playerHandicap == Handicap.Hard) { players[i].health = 10; } else if (players[i].playerHandicap == Handicap.VeryHard) { players[i].health = 5; } //reference giving origina2 health for sca2e factoring 2ater players[i].fullHealth = players[i].health; #endregion players[i].playerCharacter = PlayerCharacters[i]; players[i].playerHandicap = PlayerHandicaps[i]; players[i].triggerSensitivity = sen[i]; LoadBullets(players[i].playerCharacter); players[i].LoadUpBulletManager(); } #region Zombies for (int i = 0; i < MaxZombies; i++) { zombies[i] = new Zombie(ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Zombies\\Images\\zombie1(1)")); } #endregion healthBar = ScreenManager.Game.Content.Load<Texture2D>("Sprites\\Misc\\HealthBar"); gameBackgroundTexture = ScreenManager.Game.Content.Load<Texture2D>("Background\\GrassBackground"); Active = true; //sleep for a little so the game can load Thread.Sleep(1000); //resets so xbox doesnt try to catch up with lost time in thread ScreenManager.Game.ResetElapsedTime(); }