/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { //read write stream to the server readStream = new MemoryStream(); writeStream = new MemoryStream(); reader = new BinaryReader(readStream); writer = new BinaryWriter(writeStream); if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); //DebugView Stuff Settings.EnableDiagnostics = true; DebugView = new DebugViewXNA(world); DebugView.LoadContent(ScreenManager.GraphicsDevice, Content); terrain.LoadContent(ScreenManager.GraphicsDevice); //Create camera using current viewport. Track a body without rotation. camera = new Camera2D(ScreenManager.GraphicsDevice); gameFont = Content.Load<SpriteFont>("gamefont"); // Back ground stuff -------------------------------- List<Texture2D> list = new List<Texture2D>(); list.Add(ScreenManager.Game.Content.Load<Texture2D>("Sky")); list.Add(ScreenManager.Game.Content.Load<Texture2D>("trees")); list.Add(ScreenManager.Game.Content.Load<Texture2D>("Grass")); skyLayer = new GameBackground(list, camera.Position) { Height = ScreenManager.GraphicsDevice.Viewport.Height, Width = ScreenManager.GraphicsDevice.Viewport.Width, SpeedX = 0.3f }; //--------------------------------------------------- Texture2D terrainTex = Content.Load<Texture2D>("ground"); font = Content.Load<SpriteFont>("font"); //Create player player = new CompositeCharacter(world, new Vector2(ScreenManager.GraphicsDevice.Viewport.Width / 2.0f, ScreenManager.GraphicsDevice.Viewport.Height / 2.0f), Content.Load<Texture2D>("bean_ss1"), new Vector2(35.0f, 50.0f), ScreenManager.CharacterColor); //Create HUD playerHUD = new HUD(ScreenManager.Game, player, ScreenManager.Game.Content, ScreenManager.SpriteBatch); ScreenManager.Game.Components.Add(playerHUD); client = new TcpClient(); client.NoDelay = true; IPAddress ipadd = System.Net.IPAddress.Parse("169.254.169.231"); client.Connect(ipadd, PORT); readBuffer = new byte[BUFFER_SIZE]; client.GetStream().BeginRead(readBuffer, 0, BUFFER_SIZE, StreamReceived, null); Thread.Sleep(2000); if (id == 0) { terrain.CreateRandomTerrain(new Vector2(0, 0)); } // Set camera to track player camera.TrackingBody = player.body; //Create walls leftWall = new StaticPhysicsObject(world, new Vector2(ConvertUnits.ToDisplayUnits(-100.0f), 0), Content.Load<Texture2D>("platformTex"), new Vector2(100, ConvertUnits.ToDisplayUnits(100.0f))); rightWall = new StaticPhysicsObject(world, new Vector2(ConvertUnits.ToDisplayUnits(100.0f), 0), Content.Load<Texture2D>("platformTex"), new Vector2(100, ConvertUnits.ToDisplayUnits(100.0f))); ground = new StaticPhysicsObject(world, new Vector2(ScreenManager.GraphicsDevice.Viewport.Width / 4.0f, ScreenManager.GraphicsDevice.Viewport.Height / 2.0f + 100), Content.Load<Texture2D>("platformTex"), new Vector2(2000f, 20f)); // Load projectile and explosion textures projectileTexRed = Content.Load<Texture2D>("projectile_fire_red"); projectileTexBlue = Content.Load<Texture2D>("projectile_fire_blue"); projectileTexYellow = Content.Load<Texture2D>("projectile_fire_yellow"); explosionTex = Content.Load<Texture2D>("explosion"); // ---------------------------------------------------------- // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { if (Content == null) Content = new ContentManager(ScreenManager.Game.Services, "Content"); //DebugView Stuff Settings.EnableDiagnostics = true; DebugView = new DebugViewXNA(world); DebugView.LoadContent(ScreenManager.GraphicsDevice, Content); terrain.LoadContent(ScreenManager.GraphicsDevice); //Create camera using current viewport. Track a body without rotation. camera = new Camera2D(ScreenManager.GraphicsDevice); gameFont = Content.Load<SpriteFont>("gamefont"); // Back ground stuff -------------------------------- List<Texture2D> list = new List<Texture2D>(); list.Add(ScreenManager.Game.Content.Load<Texture2D>("Sky")); list.Add(ScreenManager.Game.Content.Load<Texture2D>("trees")); list.Add(ScreenManager.Game.Content.Load<Texture2D>("Grass")); skyLayer = new GameBackground(list, camera.Position) { Height = ScreenManager.GraphicsDevice.Viewport.Height, Width = ScreenManager.GraphicsDevice.Viewport.Width, SpeedX = 0.3f }; //--------------------------------------------------- Texture2D terrainTex = Content.Load<Texture2D>("ground"); terrain.CreateRandomTerrain(new Vector2(0, 0)); font = Content.Load<SpriteFont>("font"); player = new CompositeCharacter(world, new Vector2(0, 0), Content.Load<Texture2D>("bean_ss1"), new Vector2(35.0f, 50.0f), ScreenManager.CharacterColor); //Create HUD playerHUD = new HUD(ScreenManager.Game, player, ScreenManager.Game.Content, ScreenManager.SpriteBatch); ScreenManager.Game.Components.Add(playerHUD); // Set camera to track player camera.TrackingBody = player.body; //Create walls leftWall = new StaticPhysicsObject(world, new Vector2(ConvertUnits.ToDisplayUnits(-100.0f), 0), Content.Load<Texture2D>("platformTex"), new Vector2(100, ConvertUnits.ToDisplayUnits(100.0f))); rightWall = new StaticPhysicsObject(world, new Vector2(ConvertUnits.ToDisplayUnits(100.0f), 0), Content.Load<Texture2D>("platformTex"), new Vector2(100, ConvertUnits.ToDisplayUnits(100.0f))); // Load projectile and explosion textures projectileTexRed = Content.Load<Texture2D>("projectile_fire_red"); projectileTexBlue = Content.Load<Texture2D>("projectile_fire_blue"); projectileTexYellow = Content.Load<Texture2D>("projectile_fire_yellow"); explosionTex = Content.Load<Texture2D>("explosion"); enemyTex = Content.Load<Texture2D>("enemy_new"); // ---------------------------------------------------------- // Sleep for the loading screen Thread.Sleep(500); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }