public void LoadNpcCars(World world, IList<Car> list, int quantity, Texture2D[] textures) { list.Clear(); //Delete any existing cars in operation var rand = new Random(); var laneNum = 0; for(var i = 0; i < quantity; i++) { var spawnAttempts = 0; var textureId = rand.Next(0, textures.Count()-1); var newCar = new Car(textures[textureId]); world.InitializeNpcCar(newCar, laneNum, ref rand); world.OptimizeSpawnPosition(this, list, newCar, laneNum, ref rand, ref spawnAttempts); //If the car did not hit its number of maximum spawn attempts, assume it safe-spawned and spawn it if(spawnAttempts <= World.MaxSpawnAttempts) { list.Add(newCar); laneNum++; if (laneNum >= world.Lanes.Count()) laneNum = 0; } } }
public ExplosionEngine(GraphicsDevice device, Texture2D[] explosionArray, int size, int smallSize) { _textureQuad = new TextureQuad(device, explosionArray, size, size); _smallTextureQuad = new TextureQuad(device, explosionArray, smallSize, smallSize); _explosionList = new List<Explosion>(); _maxIndex = explosionArray.Count(); _device = device; }
public void Load() { //jump, move, idle, attackL, attachH, attackA textureSpeeds = new int[6] { 0, 1, 1, 3, 2, 0 }; for (int i = 1; i < textureSpeeds.Length; i++) { heroFrameSpeed.Add(textureNames[i, 0] + "Count", 0); heroFrameSpeed.Add(textureNames[i, 0] + "Frame", 0); } //load all reg card textures into dictionary ~120 count... //key ~ suit+number+state for (int i = 1; i < 11; i++) { tempy = 0; tempy2 = 0; for (int x = 1; x < 13; x++) { if (tempy2 >= 3) { tempy++; tempy2 = 0; } if (tempy >= 5) { tempy = 0; } regCards[cardTypes[tempy].ToString() + i.ToString() + cardStates[tempy2].ToString()] = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\Cards\\" + cardTypes[tempy].ToString() + "\\" + cardTypes[tempy].ToString() + i.ToString() + cardStates[tempy2].ToString()); tempy2++; } } //load all reg card textures into dictionary ~36 count... //key ~ suit+type+state for (int i = 0; i < 4; i++) { tempy = 0; tempy2 = 0; for (int x = 0; x < 9; x++) { if (tempy2 >= 3) { tempy++; tempy2 = 0; } if (tempy >= 5) { tempy = 0; } faceCards[cardTypes[i].ToString() + faceTypes[tempy].ToString() + cardStates[tempy2].ToString()] = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\Cards\\" + cardTypes[i].ToString() + "\\" + cardTypes[i].ToString() + faceTypes[tempy].ToString() + cardStates[tempy2].ToString()); tempy2++; } } Texture2D[][] textureArray = new Texture2D[][] { //pass each array of textures into the array - same order as prev heroJump, heroMove, heroIdle, heroAttackL, heroAttackH, heroAttackA, rabbitMove, rabbitIdle, caterpillarMove, catIdle, catFadeIn, catFadeOut, wormMove, wormAttack, hatterIdle, hatterMove, queenIdle, queenMove, queenPoint, queenStun, queenStunned }; for (int i = 0; i < textureArray.Count(); i++) { int tempInt; String tempString, tempString2; tempInt = textureArray.Count(); // tempInt to texture array count Texture2D tempHold; // tempArray to new Texture2D array with length element i array length for (int x = 0; x < textureArray[i].Count(); x++) //loop until element i array length { tempString = textureNames[i, 0] + x.ToString(); //tempString to name of first string in i set tempString2 = textureNames[i, 1]; //tempString2 to texture name of second string in i set tempHold = Engine.GameContainer.Load<Texture2D>("Textures\\Animations\\" + tempString2.ToString() + "\\" + tempString.ToString()); //load texture into temp array textureArray[i][x] = tempHold; //position x of element i array = tempArray texture } } }
public static void Load(ContentManager content) { Pixel = content.Load<Texture2D>("Art/Images/Misc/Pixel"); // Flecks Art Contribution. // Load Sounds Sound.Load(content); // VIDEOS StartVideo = content.Load<Video>("Art/Videos/IntroVideo"); TutVideo = content.Load<Video>("Art/Videos/TutVideo"); GameManager.videoPlayer = new VideoPlayer(); GameManager.videoPlayer.IsLooped = false; Base = content.Load<Texture2D>("Art/Images/Misc/base"); Background = content.Load<Texture2D>("Art/Images/UI/background"); // Trenches TrenchTexs = new Texture2D[16]; for (int i = 0; i < TrenchTexs.Count(); i++) TrenchTexs[i] = content.Load<Texture2D>("Art/Images/Trenches/trench_" + i); // Terrain Concrete = content.Load<Texture2D>("Art/Images/Terrain/concrete"); ConcreteBlocked = content.Load<Texture2D>("Art/Images/Terrain/concreteBlocked"); GroundTexs = content.Load<Texture2D>("Art/Images/Terrain/new-grass"); BlockedSquare = content.Load<Texture2D>("Art/Images/Terrain/squareBlocked"); EnemyTex = content.Load<Texture2D>("Art/Images/Misc/ghostSquare"); // Towers TowerGun = new Texture2D[4]; for (int i = 0; i < TowerGun.Length; i++) TowerGun[i] = content.Load<Texture2D>("Art/Images/Towers/GunTower/minigun_lvl" + (i + 1) + "Turret"); TowerRocket = new Texture2D[4]; for (int i = 0; i < TowerRocket.Length; i++) TowerRocket[i] = content.Load<Texture2D>("Art/Images/Towers/RocketTower/RocketTurretLvl" + (i + 1)); TowerSAM = new Texture2D[4]; for (int i = 0; i < TowerSAM.Length; i++) TowerSAM[i] = content.Load<Texture2D>("Art/Images/Towers/SAMTower/SAMmk" + (i + 1)); TowerTesla = new Texture2D[4]; for (int i = 0; i < TowerTesla.Length; i++) TowerTesla[i] = content.Load<Texture2D>("Art/Images/Towers/TeslaTower/teslatower-mk" + (i + 1)); //Enemies TankBottom = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom"); TankTop = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top"); JeepBottom = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom"); JeepTop = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top"); Soldier = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier"); Helicopter = content.Load<Texture2D>("Art/Images/UnitsEnemy/helicopter"); Transport = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport"); TankBottomBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom_blue"); TankTopBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top_blue"); TankBottomRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_bottom_red"); TankTopRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/Tank_top_red"); JeepBottomBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom_blue"); JeepTopBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top"); JeepTopRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_top"); JeepBottomRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/jeep_bottom_red"); SoldierBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier_blue"); SoldierRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/soldier_red"); TransportBlue = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport_blue"); TransportRed = content.Load<Texture2D>("Art/Images/UnitsEnemy/transport_red"); //Friendlies FriendlySoldier = content.Load<Texture2D>("Art/Images/UnitsPlayer/army_man_good"); FriendlyMechanic = content.Load<Texture2D>("Art/Images/UnitsPlayer/mechanic"); // Projectiles Projectile = content.Load<Texture2D>("Art/Images/Projectiles/Projectile"); ProjectileGun = content.Load<Texture2D>("Art/Images/Projectiles/bullet"); ProjectileRocket = content.Load<Texture2D>("Art/Images/Projectiles/missile"); ProjectileSAM = content.Load<Texture2D>("Art/Images/Projectiles/sam-missile"); ProjectileTesla = content.Load<Texture2D>("Art/Images/Projectiles/tesla-zappy"); // UI uiUp = content.Load<Texture2D>("Art/Images/UI/ui-template-topbar"); uiSide = content.Load<Texture2D>("Art/Images/UI/ui-side"); ButtonsBase = new Texture2D[4]; for (int i = 0; i < 4; i++) ButtonsBase[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonBase" + i); ButtonsTower = new Texture2D[5]; for (int i = 0; i < 5; i++) ButtonsTower[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonTower" + i); ButtonsMisc = new Texture2D[1]; for (int i = 0; i < 1; i++) ButtonsMisc[i] = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonMisc" + i); HpBar = new Texture2D[2]; for (int i = 0; i < 2; i++) HpBar[i] = content.Load<Texture2D>("Art/Images/UI/hpBar" + i); //effects BloodSplats = content.Load<Texture2D>("Art/Images/Effect/BLOOD"); Explosions = content.Load<Texture2D>("Art/Images/Effect/explosion-sprite"); ButtonEffectTexture = content.Load<Texture2D>("Art/Images/UI/Buttons/ButtonEffect"); tabTestTexture = content.Load<Texture2D>("Art/Images/UI/Buttons/tabTestTex"); //tab portraits HitlerPort = content.Load<Texture2D>("Art/Images/Portraits/Hitler"); ChurchilPort = content.Load<Texture2D>("Art/Images/Portraits/Churchil"); AxisPort = content.Load<Texture2D>("Art/Images/Portraits/AxisFlag"); AlliesPort = content.Load<Texture2D>("Art/Images/Portraits/AlliesFlag"); FrenchiePort = content.Load<Texture2D>("Art/Images/Portraits/Frenchie"); HiroHitoPort = content.Load<Texture2D>("Art/Images/Portraits/Hirohito"); MussoPort = content.Load<Texture2D>("Art/Images/Portraits/Musso"); StalinPort = content.Load<Texture2D>("Art/Images/Portraits/Stalin"); // Fonts DebugFont = content.Load<SpriteFont>("Art/Fonts/DebugFont"); UiFont = content.Load<SpriteFont>("Art/Fonts/UiFont"); HelpFont = content.Load<SpriteFont>("Art/Fonts/HelpFont"); InfoFont = content.Load<SpriteFont>("Art/Fonts/InfoFont"); TextBoxBackGround = content.Load<Texture2D>("Art/Images/Misc/TextBoxBackground"); StartMenuBackground = content.Load<Texture2D>("Art/Images/Misc/StartMenu"); EndScreenBackground = content.Load<Texture2D>("Art/Images/Misc/EndScreen"); HelpButton = content.Load<Texture2D>("Art/Images/Misc/HelpButton"); HelpButtonOff = content.Load<Texture2D>("Art/Images/Misc/HelpButtonOff"); }