public void LoadContent(ContentManager content)
{
// Load animated textures.
idleRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Idle-Right"), 0.1f, true);
idleLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Idle-Left"), 0.1f, true);
runRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Walk-Right"), 0.1f, true);
runLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Walk-Left"), 0.1f, true);
fallRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Fall-Right"), 0.15f, true);
fallLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Fall-Left"), 0.15f, true);
jumpRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Jump-Right"), 0.05f, delegate
{
sprite.PlayAnimation(fallRightAnimation);
});
jumpLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Jump-Left"), 0.05f, delegate
{
sprite.PlayAnimation(fallLeftAnimation);
});
dieRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Spiked-Right"), 0.05f, false);
dieLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Spiked-Left"), 0.05f, false);
drownRightAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Drown-Right"), 0.1f, true);
drownLeftAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Drown-Left"), 0.1f, true);
ladderUpAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Ladder"), 0.15f, true);
ladderDownAnimation = new Animation(content.Load<Texture2D>("Sprites/Player/Ladder"), 0.1f, true);
// Calculate bounds within texture size.
float width = idleLeftAnimation.FrameWidth * 0.4f;
float left = (idleLeftAnimation.FrameWidth - width) / 2;
float height = idleLeftAnimation.FrameWidth * 0.8f;
float top = idleLeftAnimation.FrameHeight - height;
localBounds = new RectangleF(left, top, width, height);
// Load sounds.
killedSound = content.Load<SoundEffect>("Sounds/PlayerKilled");
jumpSound = content.Load<SoundEffect>("Sounds/PlayerJump");
fallSound = content.Load<SoundEffect>("Sounds/PlayerFall");
spikeImpaleSound = content.Load<SoundEffect>("Sounds/PlayerKilledSpike");
//spikeImpaleSound = jumpSound;
waterDrownSound = content.Load<SoundEffect>("Sounds/PlayerKilledWater");
fallImpactSound = content.Load<SoundEffect>("Sounds/PlayerKilledFall");
//fallImpactSound = jumpSound;
}