//----------------------//------------------------// public override void LoadContent() { base.LoadContent(); var viewportSize = SceneManager.Instance.VirtualSize; _camera = new Camera2D(SceneManager.Instance.ViewportAdapter); // Player init _player = new Player(ImageManager.loadCharacter("Player")); // Enemies init _enemies = new List<Enemy>(); // Projectiles init _projectilesTextures = new Dictionary<string, Texture2D>() { {"common", ImageManager.loadProjectile("Common")}, {"cannonball", ImageManager.loadProjectile("Cannonball")} }; _projectiles = new List<GameProjectile>(); _shotSe = SoundManager.LoadSe("Shot"); _projectilesColliderTexture = new Texture2D(SceneManager.Instance.GraphicsDevice, 1, 1); _projectilesColliderTexture.SetData<Color>(new Color[]{ Color.Orange }); // Shops init _shops = new List<GameShop>(); // Checkpoints init _checkpoints = new List<GameCheckpoint>(); // Coins init _coins = new List<GameCoin>(); _coinsSe = SoundManager.LoadSe("Coins"); // Random init _rand = new Random(); // Stage Complete Helper init _stageCompletedHelper = new SceneMapSCHelper(); // Pause helper init _pauseHelper = new SceneMapPauseHelper(); // Ambience SE init var ambienceSe = SoundManager.LoadSe("Ambience"); if (ambienceSe == null) { _ambienceSe = null; } else { _ambienceSe = ambienceSe.CreateInstance(); _ambienceSe.IsLooped = true; } // Load the map LoadMap(SceneManager.Instance.MapToLoad); // Create the HUD CreateHud(); // Background init _backgroundHelper = new SceneMapBackgroundHelper(); // Start BGM and Ambience SE SoundManager.StartBgm(SoundManager.BGMType.Map); _ambienceSe.PlaySafe(); }
//----------------------//------------------------// public override void LoadContent() { base.LoadContent(); var viewportSize = SceneManager.Instance.VirtualSize; _camera = new Camera2D(SceneManager.Instance.ViewportAdapter); // Player init _player = new Player(ImageManager.loadCharacter("Player")); // Enemies init _enemies = new List <Enemy>(); _enemiesToRemove = new List <Enemy>(); // Projectiles init _projectilesTextures = new Dictionary <string, Texture2D>() { { "common", ImageManager.loadProjectile("Common") }, { "cannonball", ImageManager.loadProjectile("Cannonball") } }; _projectilesToRemove = new List <GameProjectile>(); _projectiles = new List <GameProjectile>(); _shotSe = SoundManager.LoadSe("Shot"); _projectilesColliderTexture = new Texture2D(SceneManager.Instance.GraphicsDevice, 1, 1); _projectilesColliderTexture.SetData(new Color[] { Color.Orange }); // Shops init _shops = new List <GameShop>(); // Checkpoints init _checkpoints = new List <GameCheckpoint>(); // Coins init _coinsToRemove = new List <GameCoin>(); _coins = new List <GameCoin>(); _coinsSe = SoundManager.LoadSe("Coins"); // Random init _rand = new Random(); // Stage Complete Helper init _stageCompletedHelper = new SceneMapSCHelper(); // Pause helper init _pauseHelper = new SceneMapPauseHelper(); // Ambience SE init var ambienceSe = SoundManager.LoadSe("Ambience"); if (_ambienceSe != null) { _ambienceSe = ambienceSe.CreateInstance(); _ambienceSe.IsLooped = true; } // SEs init _deflectSe = SoundManager.LoadSe("Deflect"); // Load the map LoadMap(SceneManager.Instance.MapToLoad); // Create the HUD CreateHud(); // Background init _backgroundHelper = new SceneMapBackgroundHelper(); // Ambience SE _ambienceSe.PlaySafe(); // Save the initial data PlayerManager.Instance.StoreData(); }