本文整理汇总了C#中Player.LoadContent方法的典型用法代码示例。如果您正苦于以下问题:C# Player.LoadContent方法的具体用法?C# Player.LoadContent怎么用?C# Player.LoadContent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Player
的用法示例。
在下文中一共展示了Player.LoadContent方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: LoadPlayer
private void LoadPlayer()
{
var playerLoader = new XmlManager<Player>();
Player = playerLoader.Load("Load/Gameplay/Player.xml");
Player.LoadContent();
ScreenManager.Instance.CenterImage(Player.Image);
}
示例2: LoadContent
public override void LoadContent()
{
Background tempBack = new Background(TheGame.Content.Load<Texture2D>(@"Maps/Level2/underwaterlvl"), TheSpriteBatch);
player = new Player(TheGame, TheSpriteBatch,
new Vector2(100,
500));
player.LoadContent();
//Loading the Enemy Sprites
enemy = new Vortex(TheGame, TheSpriteBatch,
new Vector2(200,
200));
enemy.LoadContent();
spawnManager = new SpawnManager(TheGame, TheSpriteBatch);
//Object Manager
objectManager.RegisterObject(tempBack);
objectManager.RegisterObject(enemy);
objectManager.RegisterObject(player);
collisionManager.RegisterObject(player);
collisionManager.RegisterObject(enemy);
levelLoaded = true;
}
示例3: SpecialLevel
public SpecialLevel(int roomNumber, string name, bool saved = false)
{
drawSaveText = saved;
firstTime = true;
//Adding the player and grid
player = new Player(Vector3.Zero);
player.Parent = this;
tileGrid = LoadLevel(name);
tileGrid.Parent = this;
gameObjects.Add(tileGrid);
player.LoadContent();
gameObjects.Add(player);
//Setting the roomcounter
roomCounter = new TextGameObject("text");
roomCounter.text = roomNumber.ToString();
//Adding the hanging man
if (roomCounter.text == "100")
{
BillBoard man = new BillBoard(new Vector3(700, 210, 200));
man.Parent = this;
gameObjects.Add(man);
}
if (drawSaveText)
{
saveText = new TextGameObject("text");
saveText.text = "Progress Saved";
saveText.Position = new Vector2((GameEnvironment.Screen.X - saveText.Size.X) / 2, 0);
}
if (name == "Content\\Special Levels\\Final.txt")
exitText.text = "Press E to kill yourself";
else
exitText.text = "Press E to proceed";
//Adding the roomcounter
gameObjects.Add(roomCounter);
//Adding stamina
stamina = new Stamina();
stamina.Parent = this;
gameObjects.Add(stamina);
}
示例4: LoadContent
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Tiles.Content = Content;
//Laddar från XML
weaponXML = Content.Load<Weapon>("XMLConfigs\\Weapons\\Weapon_Basic");
armoryXML = Content.Load<Armory>("XMLConfigs\\Armory\\Armory_Basic");
//Fonts
spriteFont = Content.Load<SpriteFont>("Fonts/DebugFont");
spriteFontBold = Content.Load<SpriteFont>("Fonts/DebugFontBold");
//player2 = Content.Load<Player2>("XMLConfigs\\Player\\Player2").Clone() as Player2;
map.Generate(new int[,]
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,},
}, 64);
player = Content.Load<Player>("XMLConfigs\\Player\\Player1");
player.LoadContent(Content);
GC.Collect();
}
示例5: RandomLevel
/// <summary>
/// Creating/generating the level itself
/// </summary>
/// <param name="roomNumber">The number of the room</param>
/// <param name="tiles">The size the Mainpath should be, counted in tiles</param>
/// <param name="chased">Whether or not the monster is chasing the player</param>
public RandomLevel(int roomNumber, int tiles = 12, bool chased = false, int noteID = 0)
{
//Setting a boolean for the monster
this.chased = chased;
//Assining the variables
tileList = new Dictionary<Point, Tile>();
keyList = new List<Point>();
random = GameEnvironment.Random;
//Select the tiles to use
int pathType = random.Next(4);
if (pathType < 9)
pathID = "0" + (pathType + 1);
else
pathID = "" + (pathType + 1);
int wallType = random.Next(4);
if (wallType < 9)
wallID = "0" + (wallType + 1);
else
pathID = "" + (wallType + 1);
newTile = new EntryTile(pathID);
this.tiles = tiles;
//Create the startpoint
position = Point.Zero;
tileList.Add(position, newTile);
keyList.Add(position);
//Creating the paths
CreateMainPath();
for (int i = random.Next(1, (int)Math.Pow(tiles,2/3)); i > 0; i--)
CreateSidePath(random.Next(3, 15), chased);
//making the tile grid
TileGrid tileGrid = Grid;
gameObjects.Add(tileGrid);
//making the player
player = new Player(Vector3.Zero);
gameObjects.Add(player);
player.Parent = this;
player.LoadContent();
foreach(GameObject obj in tileGrid.Objects)
{
if (obj != null)
if(obj.ID == "EntryTile")
{
player.Position = new Vector3(obj.Position.X, obj.Position.Y + GameObjectGrid.CellHeight, obj.Position.Z);
foreach(GameObject tile in tileGrid.Objects)
{
if (tile != null)
{
if (tile.Position.X == obj.Position.X + 200 && tile.Position.Z == obj.Position.Z && tile.ID == "PathTile")
player.viewAngleX = 0f;
if (tile.Position.X == obj.Position.X && tile.Position.Z == obj.Position.Z + 200 && tile.ID == "PathTile")
player.viewAngleX = (float)(Math.PI / 2);
if (tile.Position.X == obj.Position.X - 200 && tile.Position.Z == obj.Position.Z && tile.ID == "PathTile")
player.viewAngleX = (float)(Math.PI);
if (tile.Position.X == obj.Position.X && tile.Position.Z == obj.Position.Z - 200 && tile.ID == "PathTile")
player.viewAngleX = (float)(Math.PI * 1.5);
}
}
}
}
//Adding decoration objects
TileGrid grid = Find("TileGrid") as TileGrid;
for (int x = 0; x < grid.Columns; x++)
for (int y = 0; y < grid.Rows; y++)
if (grid.Get(x, y) != null)
{
if (grid.Get(x, y).ID == "WallTile" && GameEnvironment.Random.Next(15) == 0)
{
try
{
if (grid.Get(x + 1, y) != null && grid.Get(x + 1, y).ID == "PathTile" && grid.Get(x + 1, y).ID != "DecorationTile")
{
AddDecoration(grid.Get(x, y).Position, new Vector3(-1, 0, 0));
grid.Add(new DecorationTile(pathID), x + 1, y);
}
else if (grid.Get(x, y + 1) != null && grid.Get(x, y + 1).ID == "PathTile" && grid.Get(x, y + 1).ID != "DecorationTile")
{
AddDecoration(grid.Get(x, y).Position, new Vector3(0, 0, -1));
grid.Add(new DecorationTile(pathID), x, y + 1);
}
else if (grid.Get(x - 1, y) != null && grid.Get(x - 1, y).ID == "PathTile" && grid.Get(x - 1, y).ID != "DecorationTile")
{
AddDecoration(grid.Get(x, y).Position, new Vector3(1, 0, 0));
grid.Add(new DecorationTile(pathID), x - 1, y);
}
//.........这里部分代码省略.........
示例6: LoadContent
//------------------------------------------------------------------------------
// Method: LoadContent
// Author: nholmes
// Summary: load everything needed for the main game
//------------------------------------------------------------------------------
public override void LoadContent()
{
// load the background texture
backgroundTexture = content.Load<Texture2D>(@"game\background\background");
foregroundTexture = content.Load<Texture2D>(@"game\background\foreground");
// create the shadow system and cause it to load
shadowSystem = new ShadowSystem();
shadowSystem.LoadContent(content);
// initialise the players - note that while the players are standard game objects we do NOT
// add them to the game object managers list of managed objects but instead update them manually
// this is to ensure that the player can be processed before any other objects etc
playerOne = new Player(game, gameObjectManager, displayManager, new Vector2(128, 128), PlayerIndex.One, shadowSystem, 1);
playerTwo = new Player(game, gameObjectManager, displayManager, new Vector2(256, 128), PlayerIndex.Two, shadowSystem, 2);
// load the players content (this is normally handled by the game object manager - but see above)
playerOne.LoadContent(content);
playerTwo.LoadContent(content);
// create a random number generator for the bugs
Random random = new Random();
// create some bugs!
for (int i = 0; i < 50; i++)
{
gameObjectManager.AddObject(new GreenBug(game, gameObjectManager, displayManager, new Vector2(-128 - (i * 64) - random.Next(16), 345 + random.Next(64)), shadowSystem, random));
}
// once the load has finished, we must tell the timer system that we have
// finished a very long frame, so it does not try to catch up
timerSystem.ResetElapsedTime();
}
示例7: LoadContent
protected override void LoadContent()
{
content = Content;
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load<SpriteFont>("CourierNew");
stoneTile = Content.Load<Texture2D>("stone");
grassTile = Content.Load<Texture2D>("grass");
dirtTile = Content.Load<Texture2D>("dirt");
iron_oreTile = Content.Load<Texture2D>("iron_ore");
airTile = Content.Load<Texture2D>("air");
obsidianTile = Content.Load<Texture2D>("obsidian");
player = new Player();
player.LoadContent(Content.Load<Texture2D>("steve"));
World world = new World("world");
worlds.Add(world.getName(), world);
player.world = world.getName();
toolbarTile = Content.Load<Texture2D>("UIContent/toolbar");
selectionTile = Content.Load<Texture2D>("Mouse/selection");
}
示例8: LoadContent
/// <summary>
/// This functions loads the content for the level.
/// </summary>
/// <param name="fileStream">stream used to load level from text file</param>
/// <param name="difficulty">difficulty setting to create level in</param>
/// <param name="gameplayTextures">gameplay textures (i.e. background/tiles)</param>
/// <param name="playerTextures">player animation textures</param>
/// <param name="playerSounds"> player sound effects</param>
/// <param name="enemyTextures">enemy animation textures</param>
public void LoadContent(
Stream fileStream,
DifficultyType difficultyType,
Texture2D[] gameplayTextures,
Texture2D[] playerTextures,
SoundEffect[] playerSounds,
Texture2D[] enemyTextures)
{
switch (difficultyType) //difficulty state switch
{
case DifficultyType.Easy:
difficulty = new Easy();
break;
case DifficultyType.Medium:
difficulty = new Medium();
break;
case DifficultyType.Hard:
difficulty = new Hard();
break;
}
this.winScore = difficulty.winScore;
this.textureLimit = difficulty.textureLimit;
this.difficultyType = difficultyType;
timeCount = TimeSpan.FromMinutes(0.0); //set start time of game to zero
this.backgroundTexture = gameplayTextures[0]; //load background texture
//load the tile textures
this.platformTexture = gameplayTextures[1];
this.floorATexture = gameplayTextures[2];
this.floorBTexture = gameplayTextures[3];
this.floorEdgeLTexture = gameplayTextures[4];
this.floorEdgeRTexture = gameplayTextures[5];
LoadTiles(fileStream); //load the tile map
player = new Player(playerStart);
player.LoadContent(playerTextures, playerSounds);
//create new enemy list (i.e. room for multiple enemies)
enemies = new List<Enemy>();
enemySpawn = 0;
enemyIndex = 0;
this.enemyTextures = enemyTextures;
walkLeft = false;
enemyKilled = playerSounds[2];
LoadEnemy(); //load an initial enemy
}
示例9: HandleClientMessages
//.........这里部分代码省略.........
Vector2 pos = msg.ReadVector2();
float size = msg.ReadFloat();
if(i < remnants.Count)
{
remnants[i].position = pos;
remnants[i].size = size;
remnants[i].lastUpdatedValues = System.Environment.TickCount - lastReceivedLocationUpdate;
}
else
{
CollisionRemnant newRemnant = new CollisionRemnant(pos, size, Color.GhostWhite, spriteBatch.GraphicsDevice, null);
remnants.Add(newRemnant);
}
if (numRemnants < remnants.Count)
remnants.RemoveRange(numRemnants - 1, remnants.Count - numRemnants);
}
lastReceivedLocationUpdate = System.Environment.TickCount;
break;
//A new player has joined the server which has to be added to this client
case ShapeCustomNetMessageType.NewPlayerJoined:
int indexOnServer = msg.ReadInt32();
ShapeTeam team = (ShapeTeam)msg.ReadByte();
int power = msg.ReadInt32();
Player newPlayer = new Player(spriteBatch.GraphicsDevice);
newPlayer.indexOnServer = indexOnServer;
newPlayer.SetTeam(team);
newPlayer.power = power;
newPlayer.LoadContent(cManager);
playersOnSameServer[indexOnServer] = newPlayer;
//MessageBox.Show("New player jioned");
break;
case ShapeCustomNetMessageType.SetupSuccessful:
//Have our index on server handed to us
player.indexOnServer = msg.ReadInt32();
player.SetTeam((ShapeTeam)msg.ReadByte());
int numOfPlayers1 = msg.ReadInt32();
for (int i = 0; i < numOfPlayers1; i++ )
{
Player p = new Player(spriteBatch.GraphicsDevice);
int index = msg.ReadInt32();
p.indexOnServer = index;
p.SetTeam((ShapeTeam)msg.ReadByte());
int powaar = msg.ReadInt32();
//p.power = powaar;
p.LoadContent(cManager);
playersOnSameServer[index] = p;
}
break;
case ShapeCustomNetMessageType.SetupFailed:
MessageBox.Show(msg.ReadString());
break;
}
break;