private void GameplayLoad() { spriteBatch = ScreenManager.SpriteBatch; gunIconF = content.Load<Texture2D>(@"PowerUps/GunFieldIcon"); healthIconF = content.Load<Texture2D>(@"PowerUps/HealthUpgrade"); shieldIconP = content.Load<Texture2D>(@"PowerUps/Shield"); shieldIconF = content.Load<Texture2D>(@"PowerUps/ShieldFieldIcon"); gunSound = content.Load<SoundEffect>(@"Sounds/shootGun"); getHealth = content.Load<SoundEffect>(@"Sounds/grabHealth"); getShield = content.Load<SoundEffect>(@"Sounds/grabShield"); noHealth = content.Load<SoundEffect>(@"Sounds/noHealth"); questionNotice = content.Load<SoundEffect>(@"Sounds/notice"); hudFont = content.Load<SpriteFont>("HUDFont"); background = new Background(); background.Load(ScreenManager.GraphicsDevice, content.Load<Texture2D>(@"BackgroundImages/BloodVein"), content.Load<Texture2D>(@"BackgroundImages/BloodCells")); player1Texture = content.Load<Texture2D>(@"CharacterImages/Player1"); jettexture = content.Load<Texture2D>(@"CharacterImages/Jet1Normal"); jettexture2 = content.Load<Texture2D>(@"CharacterImages/Jet1Boost"); playerSize = new Vector2(player1Texture.Width, player1Texture.Height); if(!singleMode) { // TODO: use player1's texture for now, might make another for player2 later. // player2Texture = Content.Load<Texture2D>(@"CharacterImages/Player2"); } player1 = new Player(player1Texture, jettexture, jettexture2, initialPlayerPosition, playerVelocity, playerSize, windowSize, player1CurrentScore, player1CurrentHealth); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/VirusGreen")); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/VirusPurple")); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/ShockingBloodCell")); GameUpdate.AddEnemy(enemyList, numEnemies, numMoveStrategies, enemyTexList, windowSize, player1); bulletTexList.Add(content.Load<Texture2D>(@"BulletImages/Bullets")); shield = new Shield(new Vector2(0, 0)); }
private void GameplayLoad() { spriteBatch = ScreenManager.SpriteBatch; healthIconF = content.Load<Texture2D>(@"PowerUps/HealthUpgrade"); shieldIconF = content.Load<Texture2D>(@"PowerUps/ShieldFieldIcon"); shieldIconP = content.Load<Texture2D>(@"PowerUps/Shield"); gunIconF = content.Load<Texture2D>(@"PowerUps/GunFieldIcon"); gunSound = content.Load<SoundEffect>(@"Sounds/shootGun"); getHealth = content.Load<SoundEffect>(@"Sounds/grabHealth"); getShield = content.Load <SoundEffect>(@"Sounds/grabShield"); noHealth = content.Load<SoundEffect>(@"Sounds/noHealth"); questionNotice = content.Load<SoundEffect>(@"Sounds/notice"); hudFont = content.Load<SpriteFont>("HUDFont"); background = new Background(); background.Load(ScreenManager.GraphicsDevice, content.Load<Texture2D>("BloodVein"), content.Load<Texture2D>("BCbg")); player1Texture = content.Load<Texture2D>(@"CharacterImages/Player1"); jettexture = content.Load<Texture2D>(@"CharacterImages/Character Jets"); jettexture2 = content.Load<Texture2D>(@"CharacterImages/Character Jets2"); playerSize = new Vector2(player1Texture.Width, player1Texture.Height); if(!singleMode) { // TODO: use player1's texture for now, might make another for player2 later. // player2Texture = Content.Load<Texture2D>(@"CharacterImages/Player2"); } player1 = new Player(player1Texture, jettexture, jettexture2, initialPlayerPosition, playerVelocity, playerSize, windowSize); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/Boss")); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/PurpleVirus")); enemyTexList.Add(content.Load<Texture2D>(@"CharacterImages/ShockingInfectedBloodCell")); Vector2 charSize = new Vector2(enemyTexList[0].Width , enemyTexList[0].Height); int count = 0; while(count < numEnemies) { int r = RandomGenerator.RandomInt(enemyTexList.Count); enemyList.Add(new Enemy(RandomGenerator.RandomMoveStrategy(numMoveStrategies), RandomGenerator.RandomPosition(windowSize, charSize), windowSize, 100, RandomGenerator.RandomEnemySize(false))); switch (r) { case 0: enemyList[count].InitializeAnim(enemyTexList[0], 2, 400, 64, 64); break; case 1: enemyList[count].InitializeAnim(enemyTexList[1], 8, 200, 46, 50); break; case 2: enemyList[count].InitializeAnim(enemyTexList[2], 4, 150, 70, 50); break; } count++; } bulletTexList.Add(content.Load<Texture2D>(@"BulletImages/Bullets")); shield = new Shield(new Vector2(0, 0)); }