public Player(Vector2 startPos, Vector2 gravity) { facingRight = true; //fireflower = false; isInvincible = true; this.gravity = gravity; this.position = startPos; this.velocity = Vector2.Zero; this.size = new Vector2(38, 64); walkAnimation = new Texture2D[4]; walkAnimation[0] = ContentPipe.LoadTexture("sponge.png"); walkAnimation[1] = ContentPipe.LoadTexture("sponge1.png"); walkAnimation[2] = ContentPipe.LoadTexture("sponge2.png"); walkAnimation[3] = ContentPipe.LoadTexture("sponge3.png"); firewalkAnimation = new Texture2D[4]; firewalkAnimation[0] = ContentPipe.LoadTexture("firesponge.png"); firewalkAnimation[1] = ContentPipe.LoadTexture("firesponge1.png"); firewalkAnimation[2] = ContentPipe.LoadTexture("firesponge2.png"); firewalkAnimation[3] = ContentPipe.LoadTexture("firesponge3.png"); this.spriteJump = ContentPipe.LoadTexture("spongeJump.png"); this.spriteFall = ContentPipe.LoadTexture("spongeFall.png"); this.firespriteJump = ContentPipe.LoadTexture("firespongeJump.png"); this.firespriteFall = ContentPipe.LoadTexture("firespongeFall.png"); this.firespriteShoot = ContentPipe.LoadTexture("firespongeshoot.png"); this.dead = ContentPipe.LoadTexture("spongeDead.png"); this.spriteClimb = ContentPipe.LoadTexture("spongeClimb.png"); this.firespriteClimb = ContentPipe.LoadTexture("firespongeClimb.png"); sprite = walkAnimation[index]; }
public static void Load() { walkAnimation = new Texture2D[2]; walkAnimation[0] = ContentPipe.LoadTexture("snailWalk1.png"); walkAnimation[1] = ContentPipe.LoadTexture("snailWalk2.png"); shells = ContentPipe.LoadTexture("snailShell.png"); }
public static void Load() { walkAnimation = new Texture2D[2]; walkAnimation[0] = ContentPipe.LoadTexture("grassBlock.png"); walkAnimation[1] = ContentPipe.LoadTexture("grassBlock_jump.png"); dead = ContentPipe.LoadTexture("grassBlock_dead.png"); }
public static void Load() { walkAnimation = new Texture2D[2]; walkAnimation[0] = ContentPipe.LoadTexture("slimeGreen.png"); walkAnimation[1] = ContentPipe.LoadTexture("slimeGreen_walk.png"); dead = ContentPipe.LoadTexture("slimeGreen_squashed.png"); }
public View(Vector2 startPosition, float startZoom = 1f, double rotation = 0.0) { this.position = startPosition; this.positionGoto = startPosition; this.positionFrom = startPosition; this.zoom = startZoom; this.rotation = rotation; this.head = ContentPipe.LoadTexture("livemeter.png"); this.coin = ContentPipe.LoadTexture("hudcoin.png"); //DialogBox.LoadString("Hello world"); }
public static void Load() { definedSprites.Add(new Sprite(ContentPipe.LoadTexture("coinGold.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("fireball.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("fireflower.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("coinGold.png"))); //Load it twice to avoid adding more code - Lazyness at its finest! :) definedSprites.Add(new Sprite(ContentPipe.LoadTexture("door.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("logo.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("cursor.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("play.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("options.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("spongesad.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("thebones.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("mysterious_man.png"))); definedSprites.Add(new Sprite(ContentPipe.LoadTexture("shadow.png"))); }
//Load - is called once per game execution. Load textures and stuff here. protected override void OnLoad(EventArgs e) { base.OnLoad(e); //Load certain classes DialogBox.Load(); //Load enemies Slime.Load(); Snail.Load(); GrassBlock.Load(); Ghost.Load(); EventGhost.Load(); Piranha.Load(); //Load the texture tileSet = ContentPipe.LoadTexture("TileSet1.png"); level = new Level("Content/Levels/Menu.xml"); music.PlayLooping(); player = new Player(new Vector2(level.playerStartPos.X + 0.5f, level.playerStartPos.Y + 0.5f) * GRIDSIZE, new Vector2(0, 0.8f)); //Player object view.width = level[0, 0].posX + Width / 2 + 35; #region Create dot texture { int id = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bmp = new Bitmap(1, 1); bmp.SetPixel(0, 0, Color.White); BitmapData bmpData = bmp.LockBits(new Rectangle(0, 0, 1, 1), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, 1, 1, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmpData.Scan0); dot = new Texture2D(id, 1, 1); bmp.UnlockBits(bmpData); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Linear); } #endregion }
public static void Load() { chase = ContentPipe.LoadTexture("ghost.png"); stand = ContentPipe.LoadTexture("ghost_normal.png"); }
public static void Load() { charset = ContentPipe.LoadTexture("charset.png"); }
public static void Load() { p_down = ContentPipe.LoadTexture("piranha_down.png"); p_up = ContentPipe.LoadTexture("piranha.png"); p_dead = ContentPipe.LoadTexture("piranha_dead.png"); }
public static void Load() { chill = ContentPipe.LoadTexture("ghost_normal.png"); savage = ContentPipe.LoadTexture("ghost.png"); }