示例#1
0
 public ActiveKeyframeEffect(KeyframeEffect effect, Rectangle positionRectangle, Color colorInput)
 {
     this.effect = effect;
     rectangle   = positionRectangle;
     color       = colorInput;
 }
示例#2
0
        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 Player Textures
            Player.shipTexture[0] = Content.Load <Texture2D>("Player/playerShip0");
            Player.shipTexture[1] = Content.Load <Texture2D>("Player/playerShip1");
            Player.shipTexture[2] = Content.Load <Texture2D>("Player/playerShip2");
            Player.shipTexture[3] = Content.Load <Texture2D>("Player/playerShip3");
            //Load Player Size
            float ratio = (float)Player.shipTexture[0].Width / Player.shipTexture[0].Height;

            Player.size[1]             = playerInitSize;
            Player.size[0]             = (int)(Player.size[1] * ratio);
            Player.sizeRatioToOriginal = (float)playerInitSize / Player.shipTexture[0].Height;

            //TEST ENEMY
            //Enemy.enemies.Add(new Enemy(new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), .2F, 2, 350, (int)(playerInitSize * ratio), playerInitSize, 1000));
            //Enemy.enemies.Add(new Enemy(new Vector2(20, 0), .2F, 2, 400, (int)(playerInitSize * ratio), playerInitSize, 1000));

            GUI.goldCoin                          = Content.Load <Texture2D>("UI Textures/goldCoin");
            galaxyDebris                          = Content.Load <Texture2D>("General Textures/galaxyDebris");
            asteroidTexture                       = Content.Load <Texture2D>("General Textures/asteroidTexture");
            galaxyBackground                      = Content.Load <Texture2D>("General Textures/galaxyBackground");
            galaxyStars                           = Content.Load <Texture2D>("General Textures/galaxyStars");
            repairCursor                          = Content.Load <Texture2D>("General Textures/repairCursor");
            Projectile.laserBeam                  = Content.Load <Texture2D>("General Textures/laserBeam");
            Projectile.rocketTexture              = Content.Load <Texture2D>("General Textures/missileProjectile");
            Projectile.laserSound[0]              = Content.Load <SoundEffect>("General Sounds/Laser/laserShot0");
            Projectile.laserSound[1]              = Content.Load <SoundEffect>("General Sounds/Laser/laserShot1");
            Player.thrusterSound                  = Content.Load <SoundEffect>("General Sounds/thrusterSound");
            Player.thrusterSoundInstance          = Player.thrusterSound.CreateInstance();
            Player.thrusterSoundInstance.IsLooped = true;

            //Load keyframeEffects
            KeyframeEffect.keyframeEffects.Add(new KeyframeEffect(89, "Keyframe Effects/Building Explosion/explosion"));
            KeyframeEffect.keyframeEffects.Add(new KeyframeEffect(21, "Keyframe Effects/Laser Spark/explosion"));
            KeyframeEffect.loadKeyframes(Content);

            //Load Enemy Sounds
            Enemy.enemyExplosion = Content.Load <SoundEffect>("General Sounds/Enemy/enemyExplosion");

            //Load Minimap textures
            Minimap.blipTexture         = Content.Load <Texture2D>("Minimap Textures/minimapBlip");
            Minimap.buildingBlipTexture = Content.Load <Texture2D>("Minimap Textures/minimapBuilding");

            //Load Enemy Textures and Collision Points
            Enemy.enemyTextures[0] = Content.Load <Texture2D>("Enemy Textures/enemyShip");
            Enemy.enemyTextures[1] = Content.Load <Texture2D>("Enemy Textures/roundEnemy");
            Enemy.enemyTextures[2] = Content.Load <Texture2D>("Enemy Textures/bossEnemy");
            Enemy.setCollisionPoints();

            //Load UI textures
            GUI.buildingButtonTextures[0] = Content.Load <Texture2D>("UI Textures/buildingButton");
            GUI.buildingButtonTextures[1] = Content.Load <Texture2D>("UI Textures/buildingButtonSelected");
            GUI.textures[0]   = Content.Load <Texture2D>("UI Textures/buildButton");
            GUI.textures[1]   = Content.Load <Texture2D>("UI Textures/exitBuildButton");
            GUI.textures[2]   = Content.Load <Texture2D>("UI Textures/nextTurnButton");
            GUI.textures[3]   = Content.Load <Texture2D>("UI Textures/pauseButton");
            GUI.textures[4]   = Content.Load <Texture2D>("UI Textures/saveButton");
            GUI.textures[5]   = Content.Load <Texture2D>("UI Textures/loadButton");
            GUI.textures[6]   = Content.Load <Texture2D>("UI Textures/exitButton");
            GUI.textures[7]   = Content.Load <Texture2D>("UI Textures/resumeButton");
            GUI.textures[8]   = Content.Load <Texture2D>("UI Textures/repairButton");
            GUI.pausedOverlay = Content.Load <Texture2D>("UI Textures/pausedOverlay");

            //Load grid textures
            Tile.selectionOverlay = Content.Load <Texture2D>("Tile Textures/gridSelectionOverlay");
            Tile.healthRectangle  = Content.Load <Texture2D>("Tile Textures/healthRectangle");

            //Buildings (Cannot have same name)
            Building.buildingTypes.Add(new BuildingType(250, 50, "Basic Mine", 25, Content.Load <Texture2D>("Building Textures/basicMine")));
            Building.buildingTypes.Add(new BuildingType(1000, 150, "Advanced Mine", 100, Content.Load <Texture2D>("Building Textures/advancedMine")));
            Building.buildingTypes.Add(new BuildingType(500, -25, 500, 5, 500, "Zapper", 50, Color.GhostWhite, Content.Load <Texture2D>("Building Textures/zapperBuilding")));
            Building.buildingTypes.Add(new BuildingType(1500, -100, 600, 15, 1000, "Basic Turret", 100, Color.Green, Content.Load <Texture2D>("Building Textures/basicTurret")));
            Building.buildingTypes.Add(new BuildingType(3000, -200, 700, 35, 800, "Adv. Turret", 150, Color.Cyan, Content.Load <Texture2D>("Building Textures/advancedTurret")));

            float buffStrength = .05F;

            Building.buildingTypes.Add(new BuildingType(2500, 0, "Factory GPT", 50, new[] { buffStrength, 0, 0, 0 }, Content.Load <Texture2D>("Building Textures/factoryBuilding")));
            Building.buildingTypes.Add(new BuildingType(2500, -100, "Factory Damage", 50, new[] { 0, buffStrength, 0, 0 }, Content.Load <Texture2D>("Building Textures/factoryBuilding")));
            Building.buildingTypes.Add(new BuildingType(2500, -100, "Factory GoldC", 50, new[] { 0, 0, buffStrength, 0 }, Content.Load <Texture2D>("Building Textures/factoryBuilding")));
            Building.buildingTypes.Add(new BuildingType(2500, -100, "Factory EKR", 50, new[] { 0, 0, 0, buffStrength }, Content.Load <Texture2D>("Building Textures/factoryBuilding")));
            Building.buildingTypes.Add(new BuildingType(1000000, 0, "Warp Gate", 1, Content.Load <Texture2D>("Building Textures/blackHole")));

            //Adds Building Buttons
            GUI.initializeBuildingButtons();

            //Init Grid
            Tile.initializeGrid(asteroidTexture.Width);

            //Loading fonts
            displayFont        = Content.Load <SpriteFont>("displayFont");
            buildingButtonFont = Content.Load <SpriteFont>("buildingButtonFont");

            //Load Player Collision Points
            Player.initializeCollisionPoints();
        }