public AudioManager(Game1 currentGame) { game = currentGame; engine = new AudioEngine("Content\\SFX\\SFX.xgs"); soundBank = new SoundBank(engine, "Content\\SFX\\Sound Bank.xsb"); waveBank = new WaveBank(engine, "Content\\SFX\\Wave Bank.xwb"); fxCat = engine.GetCategory("SFX"); fxCat.SetVolume(10f); }
/// <summary> /// AudioController Constructor. /// Initializes AudioEngine, SoundBank and WaveBank. /// </summary> private AudioController() { String path = System.Environment.CurrentDirectory; path = path.Replace(@"\bin\Debug", @"\Resources"); audioEngine = new AudioEngine(path + @"\sound.xgs"); WaveBank = new WaveBank(audioEngine, path + @"\Wave Bank.xwb"); SoundBank = new SoundBank(audioEngine, path + @"\Sound Bank.xsb"); NoteCategory = audioEngine.GetCategory("Notes"); NoteCategory.SetVolume(3.0f); AudioCategory BackgroundCategory = audioEngine.GetCategory("Background sound"); BackgroundCategory.SetVolume(2.0f); }
private SoundManager(Game game, Func<Vector3> getListenerPosition, Func<Vector3> getListenerForward, Func<Vector3> getListenerUp) : base(game) { audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Audio\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Audio\Sound Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); volume = 10; musicCategory.SetVolume(volume); cuelist = new List<Cue>(); BGMCuelist = new List<Cue>(); updateListenerForward = getListenerForward; updateListenerUp = getListenerUp; updateListenerPosition = getListenerPosition; listener = new AudioListener(); }
public AudioManager() { engine = new AudioEngine("Content/Sound/XACT Sound File.xgs"); waves = new WaveBank(engine, "Content/Sound/Wave Bank.xwb"); sounds = new SoundBank(engine, "Content/Sound/Sound Bank.xsb"); soundEffectCategory = engine.GetCategory("Sound Effect"); soundEffectCategory.SetVolume(sfxVolume); backgroundMusicCategory = engine.GetCategory("Music"); backgroundMusicCategory.SetVolume(backgroundVolume); //the default gun sound was much too loud, so I created its own category to set the //volume for only that sound gunshotCategory = engine.GetCategory("Gunshot"); gunshotCategory.SetVolume(gunshotVolume); Cue startSplashMusic = sounds.GetCue("Drum n Bass D Coexistant"); playFirstBackgroundMusic(startSplashMusic); }
public MusicManager(float lightThreshold, float darkThreshold) { LightThreshold = lightThreshold; DarkThreshold = darkThreshold; audioEngine = new AudioEngine("Content/audio/test.xgs"); waveBank = new WaveBank(audioEngine, "Content/audio/Wave Bank1.xwb"); soundBank = new SoundBank(audioEngine, "Content/audio/Sound Bank.xsb"); light = audioEngine.GetCategory("Light"); dark = audioEngine.GetCategory("Dark"); light2 = audioEngine.GetCategory("Light2"); dark2 = audioEngine.GetCategory("Dark2"); CurrentStage = 0; NextStage = 0; light.SetVolume(0.0f); dark.SetVolume(0.0f); light2.SetVolume(0.0f); dark2.SetVolume(0.0f); }
public void Initialize(IServiceProvider serviceProvider,Options options) { popUpText = new DrawableText(); content = new ContentManager(serviceProvider, "Data"); popUpText.font = content.Load<SpriteFont>("Stuff\\Arial"); popUpBG = content.Load<Texture2D>("Stuff\\popUpBG"); popUpText.Text = ""; popUpText.color = Color.White; this.options = options; options.MusicVolumeChanged += new MusicVolumeChangedEventHandler(options_MusicVolumeChanged); options.ResolutionChanged += new ResolutionChangedEventHandler(options_ResolutionChanged); audioEngine = new AudioEngine(GameConstants.AUDIO_PATH + "Music.xgs"); waveBank = new WaveBank(audioEngine, GameConstants.AUDIO_PATH + "Music.xwb"); soundBank = new SoundBank(audioEngine, GameConstants.AUDIO_PATH + "Music.xsb"); menuCategory = audioEngine.GetCategory("Music"); graphXPackCategory = menuCategory; menuCategory.SetVolume(options.MusicVolumeFloat); playList = FileManager.GetFileDictString(GameConstants.MENU_PLAYLIST); currentPlaylist = playList; oldVolume = options.MusicVolumeFloat; currentVolume = options.MusicVolumeFloat; currentCategory = menuCategory; CreatePopUpRectangle(options.Resolution); }
public float ChangeVolume(AudioCategory category, float volume, bool increase, float maxVolume) { if (increase) { volume = MathHelper.Clamp(volume + 0.01f, 0.0f, maxVolume); } else volume = MathHelper.Clamp(volume - 0.01f, 0.0f, maxVolume); category.SetVolume(volume); return volume; }
public override void Initialize() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); creditosList = new List<Mapa>(); creditosList2 = new List<Mapa>(); tiempoEmpiezo = 0; pararCreditos = false; audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb"); waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb"); soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb"); musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb"); musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb"); ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb"); ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); musicCategory.SetVolume(0); reproducirMusica("batidora"); puntero = new StaticSprite( Game.Content.Load<Texture2D>(@"Images/cursor"), new Vector2(0, 0), new Point(24, 28), new Point(5, 5), new Point(0, 0), new Point(0, 0), Vector2.Zero, 0f, 1000, 0.9f); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (455 / 2), (768 / 2) - 145), new Point(455, 142), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366/2)-(807/2), 768), new Point(807, 104), new Point(0, 0), new Point(0, 160), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (324 / 2), 768 + 120), new Point(324, 45), new Point(0, 0), new Point(0, 600), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/pj"), new Vector2((1366 / 2) - (194 / 2), 950), new Point(194, 178), new Point(0, 0), new Point(0, 0), new Point(4, 0), new Vector2(0f, 0), 0f, 300, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (383 / 2), 1152), new Point(383, 97), new Point(0, 0), new Point(0, 274), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (324 / 2), 1152 + 120), new Point(324, 45), new Point(0, 0), new Point(0, 600), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/growlie"), new Vector2((1366 / 2) - (87 / 2), 1370), new Point(87, 88), new Point(0, 0), new Point(0, 0), new Point(3, 1), new Vector2(0f, 0), 0f, 500, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (375 / 2), 1470), new Point(375, 105), new Point(0, 0), new Point(0, 374), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (324 / 2), 1470 + 120), new Point(324, 45), new Point(0, 0), new Point(0, 600), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/kiel"), new Vector2((1366 / 2) - (180 / 2), 1670), new Point(180, 200), new Point(0, 0), new Point(0, 0), new Point(4, 1), new Vector2(0f, 0), 0f, 500, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (912 / 2), 1870), new Point(912, 121), new Point(0, 0), new Point(0, 479), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (498 / 2), 1870 + 120), new Point(498, 49), new Point(0, 0), new Point(0, 644), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (500 / 2), 1990 + 70), new Point(500, 50), new Point(0, 0), new Point(0, 692), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (626 / 2), 2060 + 70), new Point(626, 52), new Point(0, 0), new Point(0, 749), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); creditosList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/creditos"), new Vector2((1366 / 2) - (168 / 2), 2330), new Point(168, 174), new Point(0, 0), new Point(0, 809), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); }
//////////////////////////////////////////////////////////////////////////////// protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); title_sprite = Content.Load<Texture2D> ("images/title_trans"); title_yellow = Content.Load<Texture2D> ("images/title_yellow"); title_green = Content.Load<Texture2D> ("images/title_green"); title_blue = Content.Load<Texture2D> ("images/title_blue"); title_red = Content.Load<Texture2D> ("images/title_red"); title_orange = Content.Load<Texture2D> ("images/title_orange"); menu_new_sprite = Content.Load<Texture2D> ("images/menu_newgame"); menu_instruct_sprite = Content.Load<Texture2D> ("images/menu_instruct"); menu_exit_sprite = Content.Load<Texture2D> ("images/menu_exit"); menu_resume_sprite = Content.Load<Texture2D> ("images/menu_resume"); ng_sprite = Content.Load<Texture2D> ("images/ng"); menu_credits_sprite = Content.Load<Texture2D> ("images/credits_sprite2"); bg1 = Content.Load<Texture2D> ("images/bg1c"); bg2 = Content.Load<Texture2D> ("images/bg2"); bg3 = Content.Load<Texture2D> ("images/bg3"); bg4 = Content.Load<Texture2D> ("images/bg4"); bg5 = Content.Load<Texture2D> ("images/bg5"); bg6 = Content.Load<Texture2D> ("images/bg6"); instructions1 = Content.Load<Texture2D> ("images/instructions1"); instructions2 = Content.Load<Texture2D> ("images/instructions2"); //instructions_blur = Content.Load<Texture2D> ("images/instructions_blur"); credits_screen = Content.Load<Texture2D> ("images/credits7"); chart_sprite = Content.Load<Texture2D> ("images/Chart1"); chart_stuff_sprite = Content.Load<Texture2D> ("images/Chart2"); wall_sprite = Content.Load<Texture2D> ("images/Walls"); conveyor_sprite = Content.Load<Texture2D> ("images/Conveyor"); grabber_sprite = Content.Load<Texture2D> ("images/Grabber"); lightning_sprite = Content.Load<Texture2D> ("images/Lightning"); frame_sprite = Content.Load<Texture2D> ("images/Frame3"); block_sprite = Content.Load<Texture2D> ("images/Blocks"); big_purple_sprite = Content.Load<Texture2D> ("images/bigpurple"); rainbow_sprite = Content.Load<Texture2D> ("images/Rainbow"); box_sprite = Content.Load<Texture2D> ("images/Box2"); box_newgame_sprite = Content.Load<Texture2D> ("images/box_newgame"); box_difficulty_sprite = Content.Load<Texture2D> ("images/box_difficulty"); box_menu_sprite = Content.Load<Texture2D> ("images/box_menu"); box_sound_sprite = Content.Load<Texture2D> ("images/box_sound"); box_on_sprite = Content.Load<Texture2D> ("images/box_on"); box_off_sprite = Content.Load<Texture2D> ("images/box_off"); box_music_sprite = Content.Load<Texture2D> ("images/box_music"); box_on2_sprite = Content.Load<Texture2D> ("images/box_on2"); box_off2_sprite = Content.Load<Texture2D> ("images/box_off2"); box_1_sprite = Content.Load<Texture2D> ("images/box_1"); box_2_sprite = Content.Load<Texture2D> ("images/box_2"); box_3_sprite = Content.Load<Texture2D> ("images/box_3"); box_4_sprite = Content.Load<Texture2D> ("images/box_4"); box_5_sprite = Content.Load<Texture2D> ("images/box_5"); box_6_sprite = Content.Load<Texture2D> ("images/box_6"); box_7_sprite = Content.Load<Texture2D> ("images/box_7"); box_8_sprite = Content.Load<Texture2D> ("images/box_8"); box_9_sprite = Content.Load<Texture2D> ("images/box_9"); box_10_sprite = Content.Load<Texture2D> ("images/box_10"); box_height_sprite = Content.Load<Texture2D> ("images/box_height"); box_exit_sprite = Content.Load<Texture2D> ("images/box_exit"); box_timer_sprite = Content.Load<Texture2D> ("images/box_timer"); timer_0_sprite = Content.Load<Texture2D> ("images/timer_0"); timer_1_sprite = Content.Load<Texture2D> ("images/timer_1"); timer_2_sprite = Content.Load<Texture2D> ("images/timer_2"); timer_3_sprite = Content.Load<Texture2D> ("images/timer_3"); timer_4_sprite = Content.Load<Texture2D> ("images/timer_4"); timer_5_sprite = Content.Load<Texture2D> ("images/timer_5"); timer_6_sprite = Content.Load<Texture2D> ("images/timer_6"); timer_7_sprite = Content.Load<Texture2D> ("images/timer_7"); timer_8_sprite = Content.Load<Texture2D> ("images/timer_8"); timer_9_sprite = Content.Load<Texture2D> ("images/timer_9"); counter_0_sprite = Content.Load<Texture2D> ("images/counter_0"); counter_1_sprite = Content.Load<Texture2D> ("images/counter_1"); counter_2_sprite = Content.Load<Texture2D> ("images/counter_2"); counter_3_sprite = Content.Load<Texture2D> ("images/counter_3"); counter_4_sprite = Content.Load<Texture2D> ("images/counter_4"); counter_5_sprite = Content.Load<Texture2D> ("images/counter_5"); counter_6_sprite = Content.Load<Texture2D> ("images/counter_6"); counter_7_sprite = Content.Load<Texture2D> ("images/counter_7"); counter_8_sprite = Content.Load<Texture2D> ("images/counter_8"); counter_9_sprite = Content.Load<Texture2D> ("images/counter_9"); counter_label = Content.Load<Texture2D> ("images/blocksleft3"); blockhead_logo_sprite = Content.Load<Texture2D> ("images/blockhead3"); youwin_sprite = Content.Load<Texture2D> ("images/youwin"); youlose_sprite = Content.Load<Texture2D> ("images/youlose"); particle_red = Content.Load<Texture2D> ("images/particle_red"); particle_orange = Content.Load<Texture2D> ("images/particle_orange"); particle_yellow = Content.Load<Texture2D> ("images/particle_yellow"); particle_green = Content.Load<Texture2D> ("images/particle_green"); particle_blue = Content.Load<Texture2D> ("images/particle_blue"); particle_purple = Content.Load<Texture2D> ("images/particle_purple"); particle_white = Content.Load<Texture2D> ("images/particle_white"); particle_grey = Content.Load<Texture2D> ("images/particle_grey"); particle_black = Content.Load<Texture2D> ("images/particle_black"); particle_smoke_sprite = Content.Load<Texture2D> ("images/particle_smoke"); solid_black = Content.Load<Texture2D> ("images/solid_black"); solid_white = Content.Load<Texture2D> ("images/solid_white"); solid_red = Content.Load<Texture2D> ("images/solid_red"); solid_orange = Content.Load<Texture2D> ("images/solid_orange"); solid_yellow = Content.Load<Texture2D> ("images/solid_yellow"); solid_green = Content.Load<Texture2D> ("images/solid_green"); solid_blue = Content.Load<Texture2D> ("images/solid_blue"); solid_purple = Content.Load<Texture2D> ("images/solid_purple"); color_flash_sprite = Content.Load<Texture2D> ("images/solid_white"); splash_sprite = Content.Load<Texture2D> ("images/splash2"); intro_lightning1_sprite = Content.Load<Texture2D> ("images/lightning1a"); intro_lightning2_sprite = Content.Load<Texture2D> ("images/lightning2"); intro_lightning3_sprite = Content.Load<Texture2D> ("images/lightning3"); credits_hypno = Content.Load<Texture2D> ("images/hypno3"); demolition_sprite = Content.Load<Texture2D> ("images/demolition1c"); title_bg_sprite = title_green; debug_font = Content.Load<SpriteFont>("Kooten"); audioEngine = new AudioEngine("Content/blockhead_sound.xgs"); waveBank = new WaveBank(audioEngine, "Content/Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, "Content/Sound Bank.xsb"); sound_category = audioEngine.GetCategory("Default"); music_category = audioEngine.GetCategory("Music"); sound_category.SetVolume(sound_volume); music_category.SetVolume(music_volume); }
//+++++++++++++++++++++++ INITIALIZE +++++++++++++++++ /// <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 override void Initialize() { rnd = new Random(); texto = ""; tiempoMuertoKielTotal = 7000; estaEnSuSitio = false; kielMuertoSprite = false; tiempoMuertoKiel = 0; kielMuerto = false; tocaRayoKiel = false; tiempoTocaRayoKiel = 5000; currMouseState = Mouse.GetState(); lastMouseState = Mouse.GetState(); fondo = false; completoDelTo = false; tiempoFin = 0; collisionOffSet = Point.Zero; cayendo = false; tiempoLluvia = 0; densidadLluvia2 = 500; tiempoLluvia2 = 0; colision = 0; colisiond = 0; colisioni = 0; parada = 0; alturaTerreno = 4; jumpTimer = -10f; tiempoVelocidadSalto = 0; mundo1 = new Mundo(2.2f); currentDisparoState = DisparoState.Quieto; currentGravedadState = GravedadState.Aire; borrarBala = false; filas = 20; columnas = 0; count = 0; spriteList = new List<AutomatedSprite>(); kiel = new List<JefeFinal>(); disparoList = new List<Disparo>(); lluviaList = new List<Disparo>(); lluviaList2 = new List<Disparo>(); mapaList = new List<Mapa>(); terrenoList = new List<Mapa>(); terrenoList2 = new List<Mapa>(); terrenoListSuelo = new List<Mapa>(); fondoList1 = new List<Mapa>(); fondoList2 = new List<Mapa>(); map = new List<Point>(); disparoJefeList = new List<Mapa>(); jefeList = new List<Jefe>(); vidaList = new List<Mapa>(); vidaList2 = new List<Mapa>(); vidaListKiel = new List<Mapa>(); vidaList2Kiel = new List<Mapa>(); tigres = new List<Mapa>(); maxPosBloque = 0f; terrenoTiempoPasado = 0; terrenoDireccion = 0; terrenoDireccionAnterior = 4; terrenoTiempo = 100; temblorTerrenoTime = 0; temblorTerrenoElec = 0; temblorTerrenoNivel = 3; arrastre = 0; //Lluvia densidadLluvia = 500; //milisegundos entre mota velocidadLluvia = 6f; viento = -2; enemySpawnMinMilliseconds = 1000; enemySpawnMaxMilliseconds = 2000; enemyMinSpeed = 2; enemyMaxSpeed = 6; nextSpawnTime = 0; //Variables jefe respawnJefeMin = 0; respawnJefeMax = 1; //Posiciones posicionTerrenoX = 0; posicionTerrenoY = 700; posicionTerrenoBase = 0; posicionFondo1 = -1000; posicionFondo2 = -1000; //Disparo delayDisparo = 200; delayDisparoCurrent = 900; animaDisparo = 0; //Monsturo heridoDelayCurrent = 0; //Mapa cambioMapaDelay = 8000; cambioMapaDelayCurrent = 0; hastaMapa1 = 8000; hastaMapa2 = 15000; currentParteMapa = ParteMapa.Suelo; numFondo1 = 0; numFondo2 = 0; numTerreno1 = 0; capaTerreno = 0.5f; //Muerte caido = false; puntosControl = new List<float>(); puntoControl = 0; vidaPos = 0; vidaPosKiel = 0; tiempoHerido = 500f; tiempoMuerto = 0; muertoDelTo = false; for (int n = 0; n < 200; n++) map.Add(new Point(2, 0)); spriteBatch = new SpriteBatch(Game.GraphicsDevice); audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb"); waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb"); soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb"); musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb"); musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb"); ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb"); ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); musicCategory.SetVolume(0); //disparoJefeList.Add(new Mapa( // Game.Content.Load<Texture2D>(@"Images/DisparoJefe"), // new Vector2(kiel.getPlayerPosition.X + posxDisparoKiel, kiel.getPlayerPosition.Y), // new Point(0, 0), // new Point(200, 200), // new Point(0, 0), // new Point(4, 1), // new Vector2(0f, 0), // 0f, // 1000, 0.89f)); complete = new Mapa( Game.Content.Load<Texture2D>(@"Images/LevelComplete"), new Vector2(120, 120), new Point(1140, 496), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f); vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 0), new Point(1, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; } vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 0), new Point(2, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos = 0; vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; } vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; //Vida de kiel vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel += 7; for (int i = 0; i < 98; i++) { vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(1, 0), new Point(1, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel += 7; } vidaListKiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(2, 0), new Point(2, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPosKiel = 0; vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(0, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; for (int i = 0; i < 98; i++) { vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(1, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; } vidaList2Kiel.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSpriteKiel"), new Vector2(500 + vidaPosKiel, 30), new Point(10, 23), new Point(0, 0), new Point(2, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPosKiel += 7; player = new UserControlledSprite( Game.Content.Load<Texture2D>(@"Images/pj"), new Vector2((1366 / 2) - 152, 300), new Point(194, 178), new Point(collisionOffSet.X, collisionOffSet.Y), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 70, 0.80f, 30); pointer = new StaticSprite( Game.Content.Load<Texture2D>(@"Images/cursor"), new Vector2(0, 0), new Point(24, 28), new Point(5, 5), new Point(0, 0), new Point(0, 0), Vector2.Zero, 0f, 1000, 0.9f); reproducirMusica("kiel"); reproducirAmbiente("viento"); trackCue = soundBank.GetCue("caido"); trackCue2 = soundBank2.GetCue("bicho1"); //Suelo(-100, posicionTerrenoY, 0, -600, terrenoList); SueloGrande(0, posicionTerrenoY, 0, -100, terrenoList); SueloGrande(posicionTerrenoX + 1000, posicionTerrenoY, 0, 0, terrenoList); Escaleras(-400 , posicionTerrenoY - 200, 600, 0, 2, terrenoList2, 0.210f, true); kiel.Add(new JefeFinal( Game.Content.Load<Texture2D>(@"Images/kiel"), new Vector2(500, 20), new Point(180, 200), new Point(80, 30), new Point(0, 0), new Point(4, 2), new Vector2(5, 5), 0f, 400, 0.95f, 100)); final = new Mapa( Game.Content.Load<Texture2D>(@"Images/final"), new Vector2(posicionTerrenoX + 2000, posicionTerrenoY - 146), new Point(171, 156), new Point(0, 0), new Point(0, 1), new Point(4, 3), new Vector2(0f, 0), 0f, 200, 0.9f); posicionTerrenoX = 0; posicionTerrenoY = 0; //Escaleras(posicionTerrenoX + 600, posicionTerrenoY, 100, 10, 10, terrenoList2, 0.210f, true); //SegundoPlano(); foreach (Sprite s in terrenoList2) { s.getEscala = 0.8f; s.GetCollisionOffSet = new Point(60, 60); } puntuacionFuente = Game.Content.Load<SpriteFont>(@"Fuentes\fuente"); player.setTamAura = 300; foreach (Sprite s in jefeList) s.setTamAura = 400; }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); backgroundTexture = content.Load<Texture2D>("SpaceBackground"); audioEngine = new AudioEngine("Content\\soundProject.xgs"); waveBankSFX = new WaveBank(audioEngine, "Content\\SFX.xwb"); waveBankBGM = new WaveBank(audioEngine, "Content\\BGM.xwb", 0, 4); soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb"); audioEngine.Update(); musicCategory = audioEngine.GetCategory("Music"); musicCategory.SetVolume(OptionsMenuScreen.bgmVolume / 10); soundBank.GetCue("menubgm").Play(); }
public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); audioEngine = new AudioEngine("Content\\soundProject.xgs"); waveBankSFX = new WaveBank(audioEngine, "Content\\SFX.xwb"); waveBankBGM = new WaveBank(audioEngine, "Content\\BGM.xwb", 0, 4); soundBank = new SoundBank(audioEngine, "Content\\Sound Bank.xsb"); audioEngine.Update(); defaultCategory = audioEngine.GetCategory("Default"); defaultCategory.SetVolume(OptionsMenuScreen.sfxVolume / 10); }
//+++++++++++++++++++++++ INITIALIZE +++++++++++++++++ /// <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 override void Initialize() { rnd = new Random(); texto = ""; currMouseState = Mouse.GetState(); lastMouseState = Mouse.GetState(); fondo = false; completoDelTo = false; tiempoFin = 0; collisionOffSet = Point.Zero; tiempoLluvia = 0; colisiond = 0; colisioni = 0; parada = 0; alturaTerreno = 4; jumpTimer = -10f; tiempoVelocidadSalto = 0; mundo1 = new Mundo(2.2f); currentDisparoState = DisparoState.Quieto; currentGravedadState = GravedadState.Aire; borrarBala = false; spriteList = new List<AutomatedSprite>(); disparoList = new List<Disparo>(); lluviaList = new List<Disparo>(); mapaList = new List<Mapa>(); terrenoList = new List<Mapa>(); terrenoList2 = new List<Mapa>(); terrenoListSuelo = new List<Mapa>(); fondoList1 = new List<Mapa>(); fondoList2 = new List<Mapa>(); map = new List<Point>(); jefeList = new List<Jefe>(); vidaList = new List<Mapa>(); vidaList2 = new List<Mapa>(); tigres = new List<Mapa>(); maxPosBloque = 0f; terrenoTiempoPasado = 0; terrenoDireccion = 0; terrenoTiempo = 100; arrastre = 0; //Variables jefe respawnJefeMin = 0; respawnJefeMax = 1; //Posiciones posicionTerrenoX = 0; posicionTerrenoY = 700; posicionFondo1 = -1000; posicionFondo2 = -1000; //Disparo delayDisparo = 200; delayDisparoCurrent = 900; currentParteMapa = ParteMapa.Suelo; numFondo1 = 0; numFondo2 = 0; numTerreno1 = 0; capaTerreno = 0.5f; //Muerte caido = false; puntosControl = new List<float>(); puntoControl = 0; vidaPos = 0; tiempoHerido = 500f; tiempoMuerto = 0; muertoDelTo = false; for (int n = 0; n < 200; n++) map.Add(new Point(2, 0)); complete = new Mapa( Game.Content.Load<Texture2D>(@"Images/LevelComplete"), new Vector2(120, 120), new Point(1140, 496), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f); vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 0), new Point(1, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos += 7; } vidaList.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 0), new Point(2, 0), new Vector2(0f, 0), 0f, 1000, 0.89f)); vidaPos = 0; vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(0, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; for (int i = 0; i < 28; i++) { vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(1, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; } vidaList2.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/vidaSprite"), new Vector2(50 + vidaPos, 30), new Point(10, 23), new Point(0, 0), new Point(2, 1), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.99f)); vidaPos += 7; player = new UserControlledSprite( Game.Content.Load<Texture2D>(@"Images/pj"), new Vector2((1366 / 2) - 152, 164), new Point(194, 178), new Point(collisionOffSet.X, collisionOffSet.Y), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 70, 0.80f, 30); pointer = new StaticSprite( Game.Content.Load<Texture2D>(@"Images/cursor"), new Vector2(0, 0), new Point(24, 28), new Point(5, 5), new Point(0, 0), new Point(0, 0), Vector2.Zero, 0f, 1000, 0.9f); spriteBatch = new SpriteBatch(Game.GraphicsDevice); audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb"); waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb"); soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb"); musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb"); musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb"); ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb"); ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); musicCategory.SetVolume(0); reproducirMusica("ingame"); reproducirAmbiente("viento"); trackCue = soundBank.GetCue("caido"); Suelo(-100, posicionTerrenoY, 0, -600, terrenoList, 0.540f); SueloGrande(0, posicionTerrenoY, 0, 400, terrenoList, 0.530f); PuntoControlTigre(1366 / 2 - 15, posicionTerrenoY); puntosControl.Add(-(1366 / 2 - 15)); Suelo(posicionTerrenoX, posicionTerrenoY, 860, -120, terrenoList, 0.541f); texto = "Posicion escaleras X" + posicionTerrenoX + "Posicion escaleras Y" + posicionTerrenoY; Escaleras2(posicionTerrenoX-1000, posicionTerrenoY - 200, 500, 0, 9, terrenoList2, 0.300f, true); Suelo(posicionTerrenoX, posicionTerrenoY+300, 4500, -120, terrenoList, 0.542f); PuntoControlTigre(posicionTerrenoX + 350, posicionTerrenoY - tigres[0].getFrameSize.Y + 30); puntosControl.Add(-posicionTerrenoX + 350); Suelo(posicionTerrenoX, posicionTerrenoY+300, 1000, -120, terrenoList, 0.542f); PuntoControlTigre(posicionTerrenoX + 350, posicionTerrenoY - tigres[0].getFrameSize.Y + 30); puntosControl.Add(-posicionTerrenoX + 350); SueloChico(posicionTerrenoX, posicionTerrenoY, 800, -50, 0, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY, 250, -50, 4, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY, 250, -50, 3, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY, 250, -50, 3, terrenoList, 0.543f); Suelo(posicionTerrenoX + 700, posicionTerrenoY + 100, 0, 0, terrenoList, 0.543f); Escaleras(posicionTerrenoX +700, posicionTerrenoY + 200, 100, 50, 9, terrenoList, 0.543f, true); Suelo(posicionTerrenoX + 700, posicionTerrenoY + 200, 0, 0, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY - 50, 700, 0, 6, terrenoList, 0.543f); Suelo(posicionTerrenoX + 200, posicionTerrenoY +50, 0, 0, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY - 50, 700, 0, 6, terrenoList, 0.543f); Suelo(posicionTerrenoX + 200, posicionTerrenoY + 50, 0, 0, terrenoList, 0.543f); SueloChico(posicionTerrenoX, posicionTerrenoY - 50, 700, 0, 6, terrenoList, 0.543f); Suelo(posicionTerrenoX + 200, posicionTerrenoY + 50, 0, 0, terrenoList, 0.543f); Escaleras(posicionTerrenoX + 2800, posicionTerrenoY, 100, 10, 20, terrenoList, 0.543f, false); final = new Mapa( Game.Content.Load<Texture2D>(@"Images/final"), new Vector2(posicionTerrenoX + 200, posicionTerrenoY - 146), new Point(171, 156), new Point(0, 0), new Point(0, 1), new Point(4, 3), new Vector2(0f, 0), 0f, 200, 0.9f); posicionTerrenoX = 0; posicionTerrenoY = 0; Suelo(posicionTerrenoX+6500, posicionTerrenoY+300, 0, 0, terrenoList2, 0.302f); Escaleras(posicionTerrenoX + 3000, posicionTerrenoY + 200, 100, 30, 15, terrenoList2, 0.302f, true); foreach (Sprite s in terrenoList2) { s.getEscala = 0.8f; s.GetCollisionOffSet = new Point(60, 60); } puntuacionFuente = Game.Content.Load<SpriteFont>(@"Fuentes\fuente"); player.setTamAura = 300; foreach (Sprite s in jefeList) s.setTamAura = 400; //base.Initialize(); }
private void SetVolumeMainBGM() { soundCategory = audioEngine.GetCategory("Music"); soundCategory.SetVolume(soundVolume); audioEngine.Update(); SoundVolume.soundVolume = soundVolume; }
public override void Initialize() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); botones = new List<Boton>(); imagenes = new List<Mapa>(); audioEngine = new AudioEngine(@"Content\Sonidos\sonidos.xgs"); waveBank = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank.xwb"); soundBank = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank.xsb"); waveBank2 = new WaveBank(audioEngine, @"Content\Sonidos\Wave Bank 2.xwb"); soundBank2 = new SoundBank(audioEngine, @"Content\Sonidos\Sound Bank 2.xsb"); musicaWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Music.xwb"); musicaBank = new SoundBank(audioEngine, @"Content\Sonidos\Music Bank.xsb"); ambientWave = new WaveBank(audioEngine, @"Content\Sonidos\Wave Ambient.xwb"); ambientBank = new SoundBank(audioEngine, @"Content\Sonidos\Ambient Bank.xsb"); musicCategory = audioEngine.GetCategory("Default"); musicCategory.SetVolume(0); reproducirMusica("batidora"); puntero = new StaticSprite( Game.Content.Load<Texture2D>(@"Images/cursor"), new Vector2(0, 0), new Point(24, 28), new Point(5, 5), new Point(0, 0), new Point(0, 0), Vector2.Zero, 0f, 1000, 0.9f); imagenes.Add(new Mapa( Game.Content.Load<Texture2D>(@"Images/configuracion"), new Vector2(0, 0), new Point(1366, 768), new Point(0, 0), new Point(0, 0), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.1f)); botones.Add(new Boton( Game.Content.Load<Texture2D>(@"Images/configuracion"), new Vector2(35, 679), new Point(182, 53), new Point(0, 0), new Point(0, 796), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.2f)); botones.Add(new Boton( Game.Content.Load<Texture2D>(@"Images/configuracion"), new Vector2(263, 152), new Point(17, 6), new Point(0, 0), new Point(0, 768), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.2f)); botones.Add(new Boton( Game.Content.Load<Texture2D>(@"Images/configuracion"), new Vector2(292, 146), new Point(18, 18), new Point(0, 0), new Point(0, 775), new Point(0, 0), new Vector2(0f, 0), 0f, 1000, 0.2f)); pulsados = new Boolean[botones.Count]; }
/// <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); //parallaxLayers[0].TexturesDay = Content.Load<Texture2D>("Parallax\\City_Background"); //parallaxLayers[0].TexturesDay = Content.Load<Texture2D>("Parallax\\Forest1_Background"); //parallaxLayers[1].TexturesDay = Content.Load<Texture2D>("Parallax\\City_middleground"); //parallaxLayers[1].TexturesDay = Content.Load<Texture2D>("Parallax\\Forground 1"); //parallaxLayers[2].TexturesDay = Content.Load<Texture2D>("Parallax\\City_construction"); //parallaxLayers[2].TexturesDay = Content.Load<Texture2D>("Parallax\\Forest1_foreground"); parallaxLayers[0].TexturesDay = Content.Load<Texture2D>("Parallax\\MyCityBackground"); parallaxLayers[0].TexturesDay = Content.Load<Texture2D>("Parallax\\Forest1_Background"); parallaxLayers[0].TexturesDay = Content.Load<Texture2D>("Parallax\\Bridge - Image 3"); parallaxLayers[1].TexturesDay = Content.Load<Texture2D>("Parallax\\City_construction"); parallaxLayers[1].TexturesDay = Content.Load<Texture2D>("Parallax\\MyBlank"); parallaxLayers[1].TexturesDay = Content.Load<Texture2D>("Parallax\\MyBlank"); parallaxLayers[2].TexturesDay = Content.Load<Texture2D>("Parallax\\City_foreground"); parallaxLayers[2].TexturesDay = Content.Load<Texture2D>("Parallax\\Forest1_foreground"); parallaxLayers[2].TexturesDay = Content.Load<Texture2D>("Parallax\\Bridgelevel_foreground"); nightOverlay = Content.Load<Texture2D>("Parallax\\Night_layer"); audioEngine = new AudioEngine(Content.RootDirectory + "//Sound//DagOgNatt.xgs"); waveBankBackground = new WaveBank(audioEngine, Content.RootDirectory + "//Sound//Background.xwb"); waveBankSoundEffects = new WaveBank(audioEngine, Content.RootDirectory + "//Sound//SoundEffects.xwb"); soundBankBackground = new SoundBank(audioEngine, Content.RootDirectory + "//Sound//Background.xsb"); soundBankHeartBeat = new SoundBank(audioEngine, Content.RootDirectory + "//Sound//HeartBeat.xsb"); soundBankMusic = new SoundBank(audioEngine, Content.RootDirectory + "//Sound//Music.xsb"); soundBankSoundEffects = new SoundBank(audioEngine, Content.RootDirectory + "//Sound//SoundEffects.xsb"); soundBankWalking = new SoundBank(audioEngine, Content.RootDirectory + "//Sound//Walking.xsb"); ambiance = "ForestDusk"; currentAmbiance = soundBankBackground.GetCue(ambiance); currentAmbiance.Play(); walkingSound = soundBankWalking.GetCue("Walking"); heartbeat = "HeartbeatForestDawn"; currentHeartbeat = soundBankHeartBeat.GetCue(heartbeat); heartbeatCategory = audioEngine.GetCategory("Heartbeat"); heartbeatCategory.SetVolume(0.2f); dogBark = soundBankSoundEffects.GetCue("MonsterWolfBark"); soundEffectsCategory = audioEngine.GetCategory("SoundEffects"); soundEffectsCategory.SetVolume(0.2f); //player.Texture = Content.Load<Texture2D>("Player\\Walk0000"); player.Texture = Content.Load<Texture2D>("Player\\WalkLoopSheet_05"); //startButton.TextureDay = Content.Load<Texture2D>("Start Game Btn Large size"); startScreen.TextureDay = Content.Load<Texture2D>("StartScreen"); player.TextureDie = Content.Load<Texture2D>("Player\\deathAnimation"); gate.TextureDay = Content.Load<Texture2D>("Gate"); excavator.TextureDay = Content.Load<Texture2D>("Plant"); //excavator.Song = Content.Load<Song>("Song\\excavator"); monster.TextureDay = Content.Load<Texture2D>("UlvMonsterHode_Spritesheet5x5"); pulse.TextureDay = Content.Load<Texture2D>("Hjertebank"); score.TextureDay = Content.Load<Texture2D>("SolUI"); bushCan.TextureDay = Content.Load<Texture2D>("Kanne i busk"); numbOne.TextureDay = Content.Load<Texture2D>("numbers"); flower.TextureDay = Content.Load<Texture2D>("Flower_01"); flower.TextureNight = Content.Load<Texture2D>("Flower_02"); doneFlower.TextureDay = Content.Load<Texture2D>("Flower_03"); //heartbeat = Content.Load<Song>("Song\\Heartbeat"); player.TextureRun = Content.Load<Texture2D>("Player\\RunLoopSheet_02"); bridge.TextureDay = Content.Load<Texture2D>("Parallax\\Bridge_night"); player.TextureCan = Content.Load<Texture2D>("WaterCanWalkSheet_01"); player.TextureWatering = Content.Load<Texture2D>("PouringSheet_01"); wolf.TextureDay = Content.Load<Texture2D>("Image 2_Wolf_day"); wolf.TextureNight = Content.Load<Texture2D>("Image 2_Wolf_night"); // dayOne = Content.Load<Song>("Song\\music.full.dawn"); // nightOne = Content.Load<Song>("Song\\music.full.dusk"); //MediaPlayer.IsRepeating = true; //MediaPlayer.Volume = 0.3f; //MediaPlayer.Play(heartbeat); Mouse.WindowHandle = this.Window.Handle; mouseTexture = Content.Load<Texture2D>("Cursor_v03"); // Menu button events menuButtons[0].TextureDay = Content.Load<Texture2D>("StartGameButtonSmallSize"); menuButtons[0].clicked += new Button.EventHandler(ButtonClicked); menuButtons[1].TextureDay = Content.Load<Texture2D>("StartGameButtonSmallSize"); menuButtons[1].clicked += new Button.EventHandler(ButtonClicked); }
private void SetVolumeMainSE() { soundCategory2 = audioEngine.GetCategory("Default"); soundCategory2.SetVolume(soundVolume2); audioEngine.Update(); SoundVolumeSE.soundVolumeSE = soundVolume2; }