// PROPERTIES // none yet // CONSTRUCTOR public EntityManager(Game1 game, InsanityBar insane) { hitBoxState = HitBoxState.No; objects = new List <GameObject>(); objectsInDrawOrder = new List <GameObject>(); this.game = game; this.insane = insane; p = game.Player; for (int i = 0; i < game.TreeTiles.Count; i++) { objects.Add(game.TreeTiles[i]); objectsInDrawOrder.Add(game.TreeTiles[i]); } for (int i = 0; i < game.EnemyTiles.Count; i++) { objects.Add(game.EnemyTiles[i]); objectsInDrawOrder.Add(game.EnemyTiles[i]); } for (int i = 0; i < game.BoundaryTiles.Count; i++) { objects.Add(game.BoundaryTiles[i]); objectsInDrawOrder.Add(game.BoundaryTiles[i]); } //objects.Add(game.Rug); //objectsInDrawOrder.Add(game.Rug); objects.Add(p); objectsInDrawOrder.Add(p); rng = new Random(); }
//parameterized constructor that will set th efields to objects that are inputed into the constructor public TeaParty(ObjectiveObject vTeaKettle, ObjectiveObject vTeaCups, ObjectiveObject vPlate, List <Point> initialObjSpawn, Game1 game, ObjectiveObject rug, InsanityBar vInsanity) : base() { teaKettle = vTeaKettle; teaCups = vTeaCups; plate = vPlate; this.rug = rug; numberOfCompletions = 0; this.initialObjSpawn = initialObjSpawn; this.game = game; objSpawn = new List <Point>(); insanity = vInsanity; }
/// <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); characterHitbox = Content.Load <Texture2D>("unnamed"); //Menus and Screens mainMenu = Content.Load <Texture2D>("MainMenu"); pauseMenu = Content.Load <Texture2D>("PauseMenu"); credits = Content.Load <Texture2D>("CreditsScreen"); controls = Content.Load <Texture2D>("ControlsScreen"); endScreen = Content.Load <Texture2D>("EndScreen"); winScreen = Content.Load <Texture2D>("YouWin"); tempBackground = Content.Load <Texture2D>("BackgroundPic"); //Temp Background //tempBackground = Content.Load<Texture2D>("BackgroundPic"); tree = Content.Load <Texture2D>("Tree"); treeInsane = Content.Load <Texture2D>("TreeInsane"); treeImages = new Texture2D[2]; treeImages[0] = treeInsane; treeImages[1] = characterHitbox; //Insanity Bar insanityBar0 = Content.Load <Texture2D>("NightmareBar0"); insanityBar1 = Content.Load <Texture2D>("NightmareBar1"); insanityBar2 = Content.Load <Texture2D>("NightmareBar2"); insanityBar3 = Content.Load <Texture2D>("NightmareBar3"); insanityBar4 = Content.Load <Texture2D>("NightmareBar4"); insanityBar5 = Content.Load <Texture2D>("NightmareBar5"); insanityBarImages[0] = insanityBar0; insanityBarImages[1] = insanityBar1; insanityBarImages[2] = insanityBar2; insanityBarImages[3] = insanityBar3; insanityBarImages[4] = insanityBar4; insanityBarImages[5] = insanityBar5; insanity = new InsanityBar(insanityBar0, insanityBarImages); //loading the objective object plate into the game platePicture = Content.Load <Texture2D>("Plate"); texturesPlate = new Texture2D[1]; texturesPlate[0] = platePicture; plate = new ObjectiveObject(300, 300, texturesPlate); //loading in the objective object tea kettle into the game teaKetlePictures = Content.Load <Texture2D>("TeaKettle"); texturesTeaKettle = new Texture2D[1]; texturesTeaKettle[0] = teaKetlePictures; teaKettle = new ObjectiveObject(1500, 1000, texturesTeaKettle); //loading in the objective object tea cup into the game cupsPictures = Content.Load <Texture2D>("TeaCup"); texturesCups = new Texture2D[1]; texturesCups[0] = cupsPictures; cups = new ObjectiveObject(1700, 400, texturesCups); invisible = Content.Load <Texture2D>("blank"); textureInvisible = new Texture2D[1]; textureInvisible[0] = invisible; //Character and Enemies teddy0 = Content.Load <Texture2D>("masterSpriteSheet"); teddy1 = Content.Load <Texture2D>("TeddyDeath"); character = Content.Load <Texture2D>("Character"); masterSpriteSheet = Content.Load <Texture2D>("MasterSpriteSheet"); characterImages = new Texture2D[12]; characterImages[0] = character; characterImages[1] = characterHitbox; arial12 = Content.Load <SpriteFont>("arial12"); //sets the black background to a blank picture blackBackground = Content.Load <Texture2D>("unnamed"); //Array of bears bears = new Texture2D[3]; bears[0] = masterSpriteSheet; bears[1] = teddy1; bears[2] = characterHitbox; //Songs mainMenuSong = Content.Load <Song>("MainMenuMusic"); //start the game by playing main menu song MediaPlayer.Play(mainMenuSong); gameSong = Content.Load <Song>("maingame"); gameOverSong = Content.Load <Song>("GameOverMusic"); winSong = Content.Load <Song>("WinGame Music"); rugPicture = Content.Load <Texture2D>("rug"); rugTextures = new Texture2D[1]; rugTextures[0] = rugPicture; // TODO: use this.Content to load your game content here }