/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { timer = 0; this.IsMouseVisible = true; //TileMap TileMap[] lvl1 = new TileMap[3]; lvl1[0] = new TileMap(1,1); lvl1[1] = new TileMap(1,2); lvl1[2] = new TileMap(1, 3); //Level Point[] goal = new Point[3]; goal[0].X = 27; goal[0].Y = 4; goal[1].X = 25; goal[1].Y = 4; goal[2].X = 40; goal[2].Y = 4; Point[] starts = new Point[3]; starts[0].X = 19; starts[0].Y = 30; starts[1].X = 11; starts[1].Y = 21; starts[2].X = 10; starts[2].Y = 13; currentLevel = new Level(lvl1 , goal, starts, 0,3); pauseFont = Content.Load<SpriteFont>("SpriteFont2"); //Audio sound.normalMusic = Content.Load<Song>("hero"); sound.Alert = Content.Load<Song>("emergence"); sound.coinSound = Content.Load<SoundEffect>("coinbag"); sound.fallSound = Content.Load<SoundEffect>("fall"); sound.weakScreamSound = Content.Load<SoundEffect>("weakScream"); SpriteFont font = Content.Load<SpriteFont>("SpriteFont1"); blackTexture = new Texture2D(GraphicsDevice, 1, 1); blackTexture.SetData(new[] { Color.White }); credits = new Credits(this); credits.initialize(font, blackTexture); Texture2D torchTexture = Content.Load<Texture2D> ("torch"); gameOverFont = Content.Load<SpriteFont>("GameOver"); Texture2D timerTexture = Content.Load<Texture2D>("hud"); Texture2D viewTexture = Content.Load<Texture2D>("view"); //Menu arrow = Content.Load<Texture2D>("arrow"); menu = new Menu(this); menu.initialize(blackTexture, arrow, font, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); // +2 to compensate for tiles off screen squaresAcross = 13 ; squaresDown = 9 ; //hud hud = new hud(this); hud.initializeTimer(timerTexture, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, GraphicsDevice.Viewport.Width - 50, GraphicsDevice.Viewport.Height - 50,font); hud.initializeView(viewTexture, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); drawnRectangles = new Rectangle[squaresAcross, squaresDown]; dot = Content.Load<Texture2D>("whitedot"); minimap = Content.Load<Texture2D>("minimap"); //Load guards loadGuards("lvl1map" + (currentLevel.currentMapIndex + 1) + "guards.csv"); //Load Gold loadGold("lvl1map" + (currentLevel.currentMapIndex + 1) + "gold.csv"); MediaPlayer.Volume = 0.25f; start = new Vector2(GraphicsDevice.Viewport.Width/2, GraphicsDevice.Viewport.Height/2); timTexture = Content.Load<Texture2D>("sprite"); player = new Player(this); player.initialize(start, (float)Math.PI, timTexture,currentLevel.start[0].X,currentLevel.start[0].Y, "Player", currentLevel.currentMap); base.Initialize (); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // +2 to compensate for tiles off screen squaresAcross = GraphicsDevice.Viewport.Width / 64 + 2; squaresDown = GraphicsDevice.Viewport.Height / 64 + 2; SpriteFont font = Content.Load<SpriteFont>("SpriteFont1"); Texture2D torchTexture = Content.Load<Texture2D> ("torch"); Texture2D gameOverTexture = Content.Load<Texture2D>("GameOver"); Texture2D hudTexture = Content.Load<Texture2D>("hud"); hud = new hud(this); hud.initialize(hudTexture, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, GraphicsDevice.Viewport.Width - 50, GraphicsDevice.Viewport.Height - 50,font); gameOver = new GameOverScreen(this); gameOver.initialize(gameOverTexture, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); gameState = GameState.Game; //Load guards loadGuards(); Vector2 start = new Vector2(GraphicsDevice.Viewport.Width/2, GraphicsDevice.Viewport.Height/2); Texture2D texture = Content.Load<Texture2D>("sprite"); player = new Player(this); player.initialize(start, 0, texture, 10, 10, "Player", myMap); testObject = new torch(this); testObject.initialize(myMap, 1, 1, 0, 0, torchTexture, "torch"); base.Initialize (); }