public void LoadContent(ContentManager Content)
{
// Create a new SpriteBatch, which can be used to draw textures.
Texture2D textureb = Content.Load<Texture2D>("background_cropped"); // background
Texture2D texturef = Content.Load<Texture2D>("foreground_cropped"); // foreground
Texture2D textureo = Content.Load<Texture2D>("objects1"); // objects
tiles = new List<Texture2D>(); // tiles
tiles.Add(textureb);
tiles.Add(texturef);
tiles.Add(textureo); // add bg, fg, obj's to draw
game_state.tile_engine = new TileEngine(32, tiles);
//Character Sprite
character_sprite[(int)weaponType.NONE].Load(Content, "player_no", 32, 36, 200);
character_sprite[(int)weaponType.SWORD].Load(Content, "player_sword", 32, 36, 200);
character_sprite[(int)weaponType.LASER].Load(Content, "player_gun", 32, 36, 200);
monster_texture[(int)enemyType.GRUNT] = Content.Load<Texture2D>("grunt");
monster_texture[(int)enemyType.BEETLE] = Content.Load<Texture2D>("beetles");
monster_texture[(int)enemyType.BERSERKER] = Content.Load<Texture2D>("berserker");
monster_texture[(int)enemyType.TROOPER] = Content.Load<Texture2D>("trooper");
LoadLevel(0);
bullet_sprite.Load(Content, "bullet", 9, 9, 0);
sword_sprite.Load(Content, "player_sword_attack", 32, 36, 0);
for (int i = 0; i < game_state.monster_engine.GetMonsters().Count(); ++i) // draw new monsters randomly
{
Enemy new_enemy = game_state.monster_engine.GetMonsters().ElementAt(i);
Sprite enemy_sprite = new Sprite();
int new_enemy_type = (int)new_enemy.getType();
enemy_sprite.Load(monster_texture[new_enemy_type], new_enemy.getWidth(), new_enemy.getHeight(), 200);
new_enemy.setSprite(enemy_sprite);
}
game_state.bullet_engine = new BulletEngine(game_state);
uparrow = Content.Load<Texture2D>("arrowup");
downarrow = Content.Load<Texture2D>("arrowdown");
leftarrow = Content.Load<Texture2D>("arrowleft");
rightarrow = Content.Load<Texture2D>("arrowright"); // components for "keypad" HUD
fire_button = Content.Load<Texture2D>("fire"); // "fire" button (attacks enemies when pushed)
item_background = Content.Load<Texture2D>("item_background"); // user taps this to bring up inventory
game_state.fx_engine.LoadSound(Content, "shoot", soundType.SHOOT);
game_state.fx_engine.LoadSound(Content, "enemy_hit", soundType.ENEMY_HURT);
game_state.fx_engine.LoadSound(Content, "enemy_die", soundType.ENEMY_DIE);
game_state.fx_engine.LoadSound(Content, "player_hurt", soundType.PLAYER_HURT);
game_state.fx_engine.LoadSound(Content, "player_sword_s", soundType.SWORD);
game_state.fx_engine.LoadSound(Content, "item_pickup", soundType.ITEM_PICKUP);
game_state.fx_engine.LoadExplosion(Content, "expl", explosionType.SMALL);
//SoundEffect game_music = Content.Load<SoundEffect>("01AttackPanda1");
Song game_music = Content.Load<Song>("01AttackPanda1");
MediaPlayer.Play(game_music);
MediaPlayer.IsRepeating = true;
//********************************LOADING GRAPHIC SPRITES********************************//
backpack = Content.Load<Texture2D>("backpack"); // loading backpack
healthbar_empty = Content.Load<Texture2D>("healthbar"); // load health bar
healthbar_full = Content.Load<Texture2D>("healthbar_full"); // load health bar
health_bar_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30);
health_bar_empty_rec = new Rectangle((int)healthpos.X, (int)healthpos.Y, health_bar_width, 30);
//**************************************************************************************//
//********************MISCELLANEOUS*****************************************************//
displayFont = Content.Load<SpriteFont>("StatsFont"); //load a font from a formatted file
//displayFont = Content.Load<SpriteFont>("Courier New");
itemfont = Content.Load<SpriteFont>("ItemFont"); // ^^
expiredfont = Content.Load<SpriteFont>("TimeExpired"); // ^^
//***************************************************************************************//
backpackmenu.loadContent(Content);
gameOver.loadContent(Content);
timex.loadContent(Content);
//load content for each respective menu
}