/// <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);

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);
            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);
            // TODO: use this.Content to load your game content here
        }
示例#2
0
        private void AddBackgroundEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.Gray, (float)(random.NextDouble() * 0.5 + 0.4), true);
            enemyAnimation.Fade = true;

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            BackgroundEnemy backgroundEnemy = new BackgroundEnemy();

            // Initialize the enemy
            backgroundEnemy.Initialize(enemyAnimation, position);

            // Add the enemy to the active enemies list
            backgroundEnemies.Add(backgroundEnemy);
        }
示例#3
0
        /// <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);
            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture   = Content.Load <Texture2D>("shipAnimation");

            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
                                                 + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);

            player.Initialize(playerAnimation, playerPosition);
            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);
            enemyTexture      = Content.Load <Texture2D>("mineAnimation");
            projectileTexture = Content.Load <Texture2D>("laser");
            explosionTexture  = Content.Load <Texture2D>("explosion");


            mainBackground = Content.Load <Texture2D>("mainbackground");
            // Load the music
            //gameplayMusic = Content.Load<Song>("Sound/gameMusic");

            // Load the laser and explosion sound effect
            laserSound     = Content.Load <SoundEffect>("Sound/laserFire");
            explosionSound = Content.Load <SoundEffect>("Sound/explosionsound");

            // Start the music right away
            PlayMusic(gameplayMusic);

            // Load the score font
            font = Content.Load <SpriteFont>("gameFont");
        }
示例#4
0
        /// <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);

            Animation playerAnim = new Animation();
            Texture2D playerTex  = Content.Load <Texture2D>("shipAnimation");

            playerAnim.Initialize(playerTex, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Rectangle tsa            = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2   playerPosition = new Vector2(tsa.X, tsa.Y + tsa.Height / 2);

            player.Initialize(playerAnim, playerPosition);

            enemyTexture = Content.Load <Texture2D>("mineAnimation");

            projectileTexture = Content.Load <Texture2D>("laser");

            explosionTexture = Content.Load <Texture2D>("explosion");

            font = Content.Load <SpriteFont>("gameFont");

            Dictionary <string, int> movingBackgrounds = new Dictionary <string, int>()
            {
                { "bgLayer1", -1 },
                { "bgLayer2", -2 }
            };

            background.Initialize(Content, "mainbackground", movingBackgrounds, GraphicsDevice.Viewport.Width);

            gameplayMusic  = Content.Load <Song>("sound/gameMusic");
            laserSound     = Content.Load <SoundEffect>("sound/laserFire");
            explosionSound = Content.Load <SoundEffect>("sound/explosion");
            PlayMusic(gameplayMusic);
        }
示例#5
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            LoadPlayer();

            bgLayer1.Initialize(Content, "Graphics\\bgLayer1", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 1);
            bgLayer2.Initialize(Content, "Graphics\\bgLayer2", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 2);
            mainBackground = Content.Load <Texture2D>("Graphics\\Starbasesnow");

            enemyTexture = Content.Load <Texture2D>("Graphics\\enemyAnimation");

            shootingEnemy.LoadContent("Graphics\\shootingEnemy", Content);
            shootingEnemyAnimation = new Animation();
            shootingEnemyAnimation.Initialize(shootingEnemy.Texture, Vector2.Zero, 300, 300, 1, 30, Color.White, 0.2f, true, 0, Vector2.Zero,
                                              SpriteEffects.None, 0);
            enemyCount = 0;

            laserTexture      = Content.Load <Texture2D>("Graphics\\laser");
            enemyLaserTexture = Content.Load <Texture2D>("Graphics\\enemyLaser");

            healer.LoadContent("Graphics\\healer", Content);
            healerAnimation = new Animation();
            healerAnimation.Initialize(healer.Texture, Vector2.Zero, 155, 114, 3, 30, Color.White, 0.37f, true, 0, Vector2.Zero,
                                       SpriteEffects.None, 0);

            bomb.LoadContent("Graphics\\galaxy", Content);
            bombAnimation = new Animation();
            bombAnimation.Initialize(bomb.Texture, Vector2.Zero, 256, 256, 15, 30, Color.White, 0.42f, true, 0, Vector2.Zero,
                                     SpriteEffects.None, 0);

            for (int i = 0; i < asteroids.Length; i++)
            {
                asteroids[i]          = new Asteroids();
                asteroidsAnimation[i] = new Animation();
            }

            asteroids[0].LoadContent("Graphics\\aestroid1", Content);
            asteroidsAnimation[0].Initialize(asteroids[0].Texture, Vector2.Zero, 447, 390, 1, 30, Color.White, 0.14f, true, 0,
                                             new Vector2(asteroids[0].Texture.Width / 2, asteroids[0].Texture.Height / 2),
                                             SpriteEffects.None, 0);

            asteroids[1].LoadContent("Graphics\\aestroid2", Content);
            asteroidsAnimation[1].Initialize(asteroids[1].Texture, Vector2.Zero, 424, 349, 1, 30, Color.White, 0.13f, true, 0,
                                             new Vector2(asteroids[1].Texture.Width / 2, asteroids[1].Texture.Height / 2),
                                             SpriteEffects.None, 0);

            asteroids[2].LoadContent("Graphics\\aestroid3", Content);
            asteroidsAnimation[2].Initialize(asteroids[2].Texture, Vector2.Zero, 394, 323, 1, 30, Color.White, 0.14f, true, 0,
                                             new Vector2(asteroids[2].Texture.Width / 2, asteroids[2].Texture.Height / 2),
                                             SpriteEffects.None, 0);


            enemyExplosionTexture = Content.Load <Texture2D>("Graphics\\explosion");
            allyExplosionTexture  = Content.Load <Texture2D>("Graphics\\blueExplosion");
            brownAsteroidTexture  = Content.Load <Texture2D>("Graphics\\brownExplosion");
            greyAsteroidTexture   = Content.Load <Texture2D>("Graphics\\greyExplosion");

            playButton = new Button("Graphics\\playButton", new Vector2((GraphicsDevice.Viewport.TitleSafeArea.Width / 2), 250), Content,
                                    0.9f, 1f);
            exitButton = new Button("Graphics\\exitButton", new Vector2((GraphicsDevice.Viewport.TitleSafeArea.Width / 2), 390), Content,
                                    0.9f, 1f);
            healthBar = new HealthBar("Graphics\\healthBar2", Content, 262, 41, 0.8f, new Vector2(458, 5));

            playButtonSound             = new Sound(Content, "Sounds\\button", 0.3f, false);
            exitButtonSound             = new Sound(Content, "Sounds\\button", 0.3f, false);
            playerLaserSound            = new Sound(Content, "Sounds\\laser", 0.16f, false);
            enemyLaserSound             = new Sound(Content, "Sounds\\enemyLaser", 0.17f, false);
            asteroidExplosionSound      = new Sound(Content, "Sounds\\asteroidExplosion", 0.17f, false);
            shootingEnemyExplosionSound = new Sound(Content, "Sounds\\asteroidExplosion", 0.17f, false);
            bigBombSound         = new Sound(Content, "Sounds\\bigBomb", 0.25f, false);
            healerCollisionSound = new Sound(Content, "Sounds\\health", 0.25f, false);
            playerExplosionSound = new Sound(Content, "Sounds\\playerExplosion", 0.3f, false);
            injuredPlayerSound   = new Sound(Content, "Sounds\\injuredPlayer", 0.27f, false);

            gameMusic = new GameMusic(Content, "Sounds\\gameMusic", 0.35f, true);

            font = Content.Load <SpriteFont>("Text");
        }
示例#6
0
        /// <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);

            // TODO: use this.Content to load your game content here
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("Graphics/shipAnimation");

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X,
                GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);

            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 60, Color.White, 1.0f, true);

            player.Initialize(playerAnimation, playerPosition);

            // Lod the parallaxing background
            backgroundLayer1.Initialize(Content, "Graphics/bgLayer1", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, -1);
            backgroundLayer2.Initialize(Content, "Graphics/bgLayer2", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, -2);
            mainBackground = Content.Load<Texture2D>("Graphics/mainbackground");

            enemyTexture = Content.Load<Texture2D>("Graphics/mineAnimation");
        }
示例#7
0
        private void AddEnemy()
        {
            Animation enemyAnimation = new Animation();
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            Enemy enemy = new Enemy();
            enemy.Initialize(enemyAnimation, position);
            enemies.Add(enemy);
        }
示例#8
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Load the player resources

            Animation playerAnimation = new Animation();
            Animation player2Animation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            Texture2D player2Texture = Content.Load<Texture2D>("shipAnimation2");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            enemyTexture = Content.Load<Texture2D>("mineAnimation");

            player2Animation.Initialize(player2Texture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            Vector2 player2Position = new Vector2(GraphicsDevice.Viewport.Width + (50), GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);
            player2.Initialize(player2Animation,player2Position);
            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);

            mainBackground = Content.Load<Texture2D>("mainbackground");
            spriteBatch = new SpriteBatch(GraphicsDevice);

            projectileTexture = Content.Load<Texture2D>("laser");

            explosionTexture = Content.Load<Texture2D>("explosion");

            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");

            font = Content.Load<SpriteFont>("gameFont");

            // Start the music right away
            PlayMusic(gameplayMusic);

            // TODO: use this.Content to load your game content here
        }
        private void AddEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(ScreenManager.GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, ScreenManager.GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            Enemy enemy = new Enemy();

            // Initialize the enemy
            enemy.Initialize(enemyAnimation, position);

            // Add the enemy to the active enemies list
            enemies.Add(enemy);
        }
示例#10
0
        //==============================================================================================================================
        private void AddRapidFirePowerUp()
        {
            // Create the animation object
            Animation rapidFirePowerUpAnimation = new Animation();

            // Initialize the animation with the correct animation information
            rapidFirePowerUpAnimation.Initialize(rapidFirePowerUpTexture, Vector2.Zero, rapidFirePowerUpTexture.Width, rapidFirePowerUpTexture.Height, 1, 30, Color.White, 1f, true);

            // Randomly generate the position of the rapid fire power up
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + rapidFirePowerUpTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            // Create a power up
            RapidFirePowerUp rapidFirePowerUp = new RapidFirePowerUp();

            // Initialize the rapid fire power up
            rapidFirePowerUp.Initialize(rapidFirePowerUpAnimation, position, difficultyFactor);

            // Add the missile power up to the active power up list
            rapidFirePowerUps.Add(rapidFirePowerUp);
        }
示例#11
0
        //=============================================================================================================================================
        private void AddDiagonal()
        {
            // Create the animation object
            Animation DiagonalAnimation = new Animation();

            // Initialize the animation with the correct animation information
            DiagonalAnimation.Initialize(diagonalTexture, Vector2.Zero, diagonalTexture.Width, diagonalTexture.Height, 1, 30, Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + diagonalTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            Diagonal diagonal = new Diagonal();

            // Initialize the enemy
            diagonal.Initialize(DiagonalAnimation, position, difficultyFactor);

            // Add the digonal to the active enemies list
            diagonals.Add(diagonal);
        }
示例#12
0
        /// <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);
            //Load Player Resources
            explosionTexture = Content.Load<Texture2D>("explosion");
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);
            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);
            //Enemy Resoursces
            enemyTexture = Content.Load<Texture2D>("mineAnimation");

            //Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Projectiles
            projectileTexture = Content.Load<Texture2D>("laser");

            //Set player movement keys
            movingDown = Keys.Down;
            movingUp = Keys.Up;
            movingRight = Keys.Right;
            movingLeft = Keys.Left;

            //Audio
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");

            PlayMusic(gameplayMusic);

            //Load UI content
            ui.Initialize(player,Content,"gameFont");

            //Enable freedrag gesture
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            // Load background textures
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);
            mainBackground = Content.Load<Texture2D>("mainbackground");
            // TODO: use this.Content to load your game content here
        }
示例#13
0
文件: Game1.cs 项目: goodSAP/goodSAP
        /// <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);

            random = new Random();

            pList = new List<PhysicsParticleObject>();

            cam.Pos = new Vector2(500.0f, 200.0f);

            // World is the most important farseer object. It's where
            // all the objects should be registered and it handles the
            // entire simulation via the step function.
            // Here we instantiate it with earth like gravity
            world = new World(new Vector2(0, 9.8f));

            floorTexture = Content.Load<Texture2D>("floor");

            floor = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width, floorTexture.Height), 1000);
            floor.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 50);
            floor.body.BodyType = BodyType.Static;

            wall = new DrawablePhysicsObject(world, floorTexture, new Vector2(floorTexture.Width, floorTexture.Height), 1000);
            wall.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 400);
            wall.body.FixedRotation = true;
            wall.body.Rotation = 15.5f;
            wall.body.BodyType = BodyType.Static;

            platform = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width/2, floorTexture.Height), 1000);
            platform.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height / 2);
            platform.body.BodyType = BodyType.Static;

            player = new DrawablePhysicsObject(world,null, new Vector2(36.0f, 48.0f), 1000);
              //  player = BodyFactory.CreateRectangle(world, 36*pixelToUnit, 48*pixelToUnit, 1f);
            player.Position = new Vector2(200.0f, 100.0f);
            //    player.body.body.Rotation = 90;
            player.body.BodyType = BodyType.Dynamic;
            player.body.Friction = playerFriction;

            crateList = new List<DrawablePhysicsObject>();

            prevKeyboardState = Keyboard.GetState();

            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            Texture2D spriteTexture = Content.Load<Texture2D>("jasperrun");
            playerAnimation.Initialize(spriteTexture, new Vector2(0, 0), 32, 48, 4, 100, Color.White, 1f, true);

               //     playerAnimation.Initialize(playerTexture, new Vector2(0, 0), 115, 69, 8, 30, Color.White, 1f, true);
            playerObj.Initialize(playerAnimation, new Vector2(player.Position.X, player.Position.Y));

            List<Texture2D> textures = new List<Texture2D>();
            textures.Add(Content.Load<Texture2D>("white"));
            white = Content.Load<Texture2D>("white");

            particleEngine = new ParticleEngine(textures, new Vector2(playerObj.Position.X, playerObj.Position.Y), world);

            // TODO: use this.Content to load your game content here
        }
示例#14
0
 // ��������� ������
 private void AddEnemy()
 {
     // ��������� ��'���� �������
     Animation enemyAnimation = new Animation();
     // ����������� ������� ������
     enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.White, 1f, true);
     // ��������� ��������� ������� ������
     Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));
     // ��������� ��'���� �����
     Enemy enemy = new Enemy();
     // ����������� ������
     enemy.Initialize(enemyAnimation, position, enemyHealth, enemyMoveSpeed);
     // ��������� ������ �� ������ ��������, � ����� ������, ������
     enemies.Add(enemy);
 }
示例#15
0
 // ���������� ������� ������������ ���������
 protected override void LoadContent()
 {
     // ��������� ������ ��'���� SpriteBatch, ���� ������� �� ��������� �������
     spriteBatch = new SpriteBatch(GraphicsDevice);
     // ������������ ������� ������
     Animation playerAnimation = new Animation();
     Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
     playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);
     // �������� ������� ������
     Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X + playerAnimation.FrameWidth / 2, GraphicsDevice.Viewport.TitleSafeArea.Y
     + GraphicsDevice.Viewport.TitleSafeArea.Height/2);
     player.Initialize(playerAnimation, playerPosition);
     // ������������ ������� ���������
     bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
     bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);
     // ��������� ���
     mainBackground = Content.Load<Texture2D>("mainbackground");
     // �������� ������
     enemyTexture = Content.Load<Texture2D>("mineAnimation");
     // �������� ������
     projectileTexture = Content.Load<Texture2D>("laser");
     // ������
     explosionTexture = Content.Load<Texture2D>("explosion");
     // ������������ �����
     gameplayMusic = Content.Load<Song>("sound/gameMusic");
     laserSound = Content.Load<SoundEffect>("sound/laserFire");
     explosionSound = Content.Load<SoundEffect>("sound/explosion");
     sufferGram = Content.Load<Song>("sound/suffer");
     // ������������ ������
     font = Content.Load<SpriteFont>("gameFont");
     // ����� ������
     gameOver = Content.Load<Texture2D>("endMenu");
     options.Initialize(Content, GraphicsDevice);
     menu.Initialize(Content, GraphicsDevice, font);
     // ³��������� ������ � ��������� ����
     PlayMusic(menu.MenuMusic);
 }
示例#16
0
 private void AddExplosion(Vector2 position)
 {
     Animation explosion = new Animation();
     explosion.Initialize(explosionTexture, new Vector2(position.X - 35, position.Y - 35), 134, 134, 12, 45, Color.White, 1f, false);
     explosions.Add(explosion);
     // Play the explosion sound
     explosionSound.Play();
 }
示例#17
0
        private void AddBackgroundEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30, Color.Gray, (float)(random.NextDouble()*0.5+0.4), true);
            enemyAnimation.Fade = true;

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + enemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            BackgroundEnemy backgroundEnemy = new BackgroundEnemy();

            // Initialize the enemy
            backgroundEnemy.Initialize(enemyAnimation, position);

            // Add the enemy to the active enemies list
            backgroundEnemies.Add(backgroundEnemy);
        }
示例#18
0
        /// <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);

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 45, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1,230);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2,120);

            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");
            mainBackground = Content.Load<Texture2D>("mainbackground");
            // TODO: use this.Content to load your game content here
            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");

            // Load the score font
            font = Content.Load<SpriteFont>("gameFont");

            // Load the game start and end images
            startMenuImage = Content.Load<Texture2D>("mainMenu");
            gameOverImage = Content.Load<Texture2D>("endMenu");

            // Start the music right away
            PlayMusic(gameplayMusic);
        }
示例#19
0
文件: Game1.cs 项目: urvaius/shooter
        /// <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);

            m_effect = Content.Load<Effect>("Effects/standard");

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);

            mainBackground = Content.Load<Texture2D>("mainbackground");

            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            //load the projectile graphic
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");
            //loud music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");
            //load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserfire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            // start the music right away
            PlayMusic(gameplayMusic);
            //load the score font
            font = Content.Load<SpriteFont>("gameFont");
        }
示例#20
0
        /// <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);

            // Load the player resources
            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);

            mainBackground = Content.Load<Texture2D>("mainbackground");
            enemyTexture = Content.Load<Texture2D>("mineAnimation");

            projectileTexture = Content.Load<Texture2D>("laser");

            explosionTexture = Content.Load<Texture2D>("explosion");

            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            // Load the laser and explosion sound effect and initialize to a soundInstance, and then set volume
            try
            {
                soundInstanceExplosion = Content.Load<SoundEffect>("sound/explosion").CreateInstance();
                soundInstanceExplosion.Volume = 0.15f;
            }
            catch { }

            try
            {
                soundInstanceLaser = Content.Load<SoundEffect>("sound/laserFire").CreateInstance();
                soundInstanceLaser.Volume = 0.7f;
            }
            catch { }

            //PlayMusic(gameplayMusic); //Start the music right away

            font = Content.Load<SpriteFont>("gameFont"); //load game font

            combatFont = Content.Load<SpriteFont>("gameFont"); //load combat font
        }
示例#21
0
        //============================================================================================================================
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 79, 58, 1, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bglayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bglayer2", GraphicsDevice.Viewport.Width, -2);

            enemyTexture = Content.Load<Texture2D>("ship4");
            heavyEnemyTexture = Content.Load<Texture2D>("bigShip");
            diagonalTexture = Content.Load<Texture2D>("diagonal");
            playerCutsceneTexture = Content.Load<Texture2D>("player");
            transportTexture = Content.Load<Texture2D>("Ship5");
            healthPowerUpTexture = Content.Load<Texture2D>("HealthPowerUp");
            missilePowerUpTexture = Content.Load<Texture2D>("MissilePowerUp");
            rapidFirePowerUpTexture = Content.Load<Texture2D>("rapidFirePowerUp");

            projectileTexture = Content.Load<Texture2D>("laser1");
            missileTexture = Content.Load<Texture2D>("rocket");

            explosionTexture = Content.Load<Texture2D>("explosion");

            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");
            cryingSound = Content.Load<Song>("sound/crying_loud_male");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            explosionSound2 = Content.Load<SoundEffect>("sound/explosion-04");

            // Start the music right away
            PlayMusic(gameplayMusic);

            // Load the score font
            font = Content.Load<SpriteFont>("gameFont");

            mainBackground = Content.Load<Texture2D>("mainbackground");

            mainMenu = Content.Load<Texture2D>("mainMenu");
            endMenu = Content.Load<Texture2D>("endMenu");
        }
示例#22
0
文件: Game1.cs 项目: Xe3d/Main
        /// <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);

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
            + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -2.1f);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -3.9f);

            mainBackground = Content.Load<Texture2D>("mainbackground");

            enemyTexture = Content.Load<Texture2D>("mineAnimation");
        }
示例#23
0
        //==============================================================================================================================
        private void AddHeavyEnemy()
        {
            // Create the animation object
            Animation heavyEnemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            heavyEnemyAnimation.Initialize(heavyEnemyTexture, Vector2.Zero, heavyEnemyTexture.Width, heavyEnemyTexture.Height, 1, 30, Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width + heavyEnemyTexture.Width / 2, random.Next(100, GraphicsDevice.Viewport.Height - 100));

            // Create an enemy
            HeavyEnemy heavyEnemy = new HeavyEnemy();

            // Initialize the enemy
            heavyEnemy.Initialize(heavyEnemyAnimation, position, difficultyFactor);

            // Add the heavyEnemy to the active enemies list
            heavyEnemies.Add(heavyEnemy);
        }
示例#24
0
        private void LoadAssets()
        {
            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
                                                 + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);
            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);
            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");

            mainBackground = Content.Load<Texture2D>("mainbackground");
            // Load the music
            gameplayMusic = Content.Load<Song>("Sounds\\gameMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("Sounds\\laserFire");
            explosionSound = Content.Load<SoundEffect>("Sounds\\explosion");

            // Start the music right away
            PlayMusic(gameplayMusic);

            loading = false;
        }
示例#25
0
        public override void LoadContent()
        {
            //////******************* INIT

            player = new Player();

            // Set a constant player move speed
            playerMoveSpeed = 8.0f;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(1.0f);

            // Initialize our random number generator
            random = new Random();

            projectiles = new List<Projectile>();

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(.25f);

            explosions = new List<Animation>();

            score = 0;

            //////////******************* LOAD
            if (Content == null)
                Content = new ContentManager(ScreenManager.Game.Services, "Content");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = ScreenManager.SpriteBatch;

            //player.Initialize(Content.Load<Texture2D>("player"), playerPosition);
            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.X, ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Y + ScreenManager.GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "bgLayer1", ScreenManager.GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", ScreenManager.GraphicsDevice.Viewport.Width, -2);

            mainBackground = Content.Load<Texture2D>("mainbackground");
            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");
            // Load the score font
            font = Content.Load<SpriteFont>("gameFont");

            // Load the music
            gameplayMusic = Content.Load<Song>("sound/gameMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            SoundEffect.MasterVolume = (float)Game1.VolumeSound / 100;

            // Start the music right away
            PlayMusic(gameplayMusic);
        }
示例#26
0
        /// <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);

            // TODO: use this.Content to load your game content here

            // Load the player resources
            //Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            //player.Initialize(Content.Load<Texture2D>("player"), playerPosition); *** use only for displays regular texture
            startScreen = this.Content.Load<Texture2D>("mainMenu");
            endScreen = this.Content.Load<Texture2D>("endMenu");

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            // Load the parallaxing background
            bgLayer1.Initialize(Content, "spaceBackground1", GraphicsDevice.Viewport.Width, backgroundSpeed);
               // bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);

            enemyTexture = Content.Load<Texture2D>("mineAnimation");

            projectileTexture = Content.Load<Texture2D>("laser");

            upgradeObjectTexture = Content.Load<Texture2D>("healthPack");

            explosionTexture = Content.Load<Texture2D>("explosion");

            upgradeTexture = Content.Load<Texture2D>("healthOrb");

            // make rectangle that fits entire screen
            screen = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);

            // Load the music
             if (startScreenIsOn == false && endScreenIsOn == false)
                gameplayMusic = Content.Load<Song>("sound/gameMusic");
             else // *** fix conditions so that when I go from end screen to start screen the music doesn't reset
                 gameplayMusic = Content.Load<Song>("sound/menuMusic");

            // Load the laser and explosion sound effect
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            upgradeSound = Content.Load<SoundEffect>("sound/upgrade");

            // Load the score font
            font = Content.Load<SpriteFont>("gameFont");

            // Start the music right away
            PlayMusic(gameplayMusic);

            //mainBackground = Content.Load<Texture2D>("spaceBackground3");
        }
示例#27
0
 private void AddExplosion(Vector2 position)
 {
     Animation explosion = new Animation();
     explosion.Initialize(explosionTexture, position, 134, 134, 12, 45, Color.White, 1f, false);
     explosions.Add(explosion);
     if (Game1.WithSound)
     {
         // Play the explosion sound
         explosionSound.Play();
     }
 }
示例#28
0
        private void AddEnemy()
        {
            // Create the animation object
            Animation enemyAnimation = new Animation();

            // Initialize the animation with the correct animation information
            enemyAnimation.Initialize(enemyTexture, Vector2.Zero, 47, 61, 8, 30,Color.White, 1f, true);

            // Randomly generate the position of the enemy
            Vector2 position = new Vector2(GraphicsDevice.Viewport.Width +enemyTexture.Width / 2, random.Next(50, GraphicsDevice.Viewport.Height -50)); // 50, and -50 represent the area in which they spawn (higher the number the smaller the area, closer to center)

            // Create an enemy
            Enemy enemy = new Enemy();

            // Initialize the enemy
            enemy.Initialize(enemyAnimation, position);

            // Condition to see if the level changed then make my enemies harder
            /*
            if (level != prevLevel)
            {
                levelUp = true;
            }
            */
            /*
            if (levelUp == true)
            {
                enemy.Damage = enemy.Damage + 20;
                enemy.Health = enemy.Health + 20;
                enemy.enemyMoveSpeed = enemy.enemyMoveSpeed + 2;
                enemy.Value = enemy.Value + 20;
                //UpdatePlayer(blah); // figure out parameter shit because I need to change player class attributes before leaving if statement :)
                AddProjectile(position);

                levelUp = false;
            }
            */
            // Add the enemy to the active enemies list
            enemies.Add(enemy);
        }
示例#29
0
        /// <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);

            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, GraphicsDevice.Viewport.TitleSafeArea.Y
               + GraphicsDevice.Viewport.TitleSafeArea.Height / 2);
            player.Initialize(playerAnimation, playerPosition);

            bgLayer1.Initialize(Content, "bgLayer1", GraphicsDevice.Viewport.Width, -1);
            bgLayer2.Initialize(Content, "bgLayer2", GraphicsDevice.Viewport.Width, -2);

            enemyTexture = Content.Load<Texture2D>("mineAnimation");
            projectileTexture = Content.Load<Texture2D>("laser");
            explosionTexture = Content.Load<Texture2D>("explosion");
            gameplayMusic = Content.Load<Song>("sound/gameMusic");
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            PlayMusic(gameplayMusic);
            font = Content.Load<SpriteFont>("gameFont");
            mainBackground = Content.Load<Texture2D>("mainbackground");
            // TODO: use this.Content to load your game content here
        }
示例#30
0
 private void AddUpgradeSprite(Vector2 position)
 {
     Animation upgrade = new Animation();
     upgrade.Initialize(upgradeTexture, position, 80, 70, 12, 45, Color.White, 1f, false);
     upgrades.Add(upgrade);
 }
示例#31
0
 private void AddExplosion(Vector2 position)
 {
     Animation explosion = new Animation();
     explosion.Initialize(explosionTexture, position, 134, 134, 12, 45, Color.White,
     1f, false);
     explosions.Add(explosion);
 }
示例#32
0
        /// <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);

            Animation playerAnim = new Animation();
            Texture2D playerTex = Content.Load<Texture2D>("shipAnimation");
            playerAnim.Initialize(playerTex, Vector2.Zero, 115, 69, 8, 30, Color.White, 1f, true);

            Rectangle tsa = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2 playerPosition = new Vector2(tsa.X, tsa.Y + tsa.Height / 2);

            player.Initialize(playerAnim, playerPosition);

            enemyTexture = Content.Load<Texture2D>("mineAnimation");

            projectileTexture = Content.Load<Texture2D>("laser");

            explosionTexture = Content.Load<Texture2D>("explosion");

            font = Content.Load<SpriteFont>("gameFont");

            Dictionary<string, int> movingBackgrounds = new Dictionary<string,int>()
            {
                {"bgLayer1", -1},
                {"bgLayer2", -2}
            };
            background.Initialize(Content, "mainbackground", movingBackgrounds, GraphicsDevice.Viewport.Width);

            gameplayMusic = Content.Load<Song>("sound/gameMusic");
            laserSound = Content.Load<SoundEffect>("sound/laserFire");
            explosionSound = Content.Load<SoundEffect>("sound/explosion");
            PlayMusic(gameplayMusic);
        }