public override void LoadContent(ContentManager content) { // Load the coin animation. DrawableSet.LoadDrawableSetXml(this.Drawables, "Animations/Misc/coin.anim", content); CoinSound = content.Load <SoundEffect>("Sounds/Coins/coin1"); }
public static void LoadRepositoryXml(string filePath, ContentManager content) { XmlDocument document = new XmlDocument(); document.Load(filePath); foreach (XmlNode itemNode in document.SelectNodes("ItemRepository/Item")) { Item item = new Item(); item.Name = XmlExtensions.GetAttributeValue(itemNode, "Name", null, true); item.FriendlyName = itemNode.SelectSingleNode("FriendlyName").InnerText; item.Description = itemNode.SelectSingleNode("Description").InnerText; item.Weight = XmlExtensions.GetAttributeValue <float>(itemNode, "Weight", 0); item.ItemType = (ItemType)Enum.Parse(typeof(ItemType), XmlExtensions.GetAttributeValue(itemNode, "ItemType", null, true)); foreach (XmlNode drawableSetNode in itemNode.SelectNodes("Drawables/Drawable")) { string src = XmlExtensions.GetAttributeValue(drawableSetNode, "src"); DrawableSet.LoadDrawableSetXml(item.Drawables, src, content); } GameItems.Add(item.Name, item); } }
public void Draw() { DrawableSet drawSet = new DrawableSet(); foreach (var state in TraverseDepthFirst()) { drawSet.UnionWith(state.Drawables); } drawSet.Draw(); }
public override void LoadContent(ContentManager content) { double startTimeMS = randomGenerator.NextDouble() * 4000; DrawableSet.LoadDrawableSetXml( Drawables, "Animations/Monsters/bat.anim", content, startTimeMS ); CurrentDrawableState = "Left"; }
//see Triangle2DDrawTest for a general tutorial of the resource loading pattern public override void OnLoad(GameState state) { base.OnLoad(state); var tex = Texture.Allocate(); tex.LoadImageFile("assets/sprite-example.png"); var loader = new SpriteLoader(BufferUsageHint.DynamicDraw, VertexBuffer.Allocate()); //TODO: test depth sorting loader.AddSprite( tex, new Vector2(0, 0), //sprite position (top-left corner) new Rectangle(0, 0, 48, 21) //source rectangle in sprite sheet ); sprites = new DrawableSet(loader.Load()); }
//see Triangle2DDrawTest for a general tutorial of the resource loading pattern public override void OnLoad(GameState state) { base.OnLoad(state); var tex = Texture.Allocate(); tex.LoadImageFile("assets/sprite-example.png"); var loader = new SpriteLoader(BufferUsageHint.DynamicDraw, VertexBuffer.Allocate()); //TODO: test depth sorting loader.AddSprite( tex, new Vector2(0, 0), //sprite position (top-left corner) new Rectangle(0, 0, 48, 21) //source rectangle in sprite sheet ); sprites = new DrawableSet(loader.Load()); }
public override void LoadContent(ContentManager content) { // Load the animation DrawableSet.LoadDrawableSetXml(Drawables, ANIMATION, content); foreach (GameDrawableInstance instance in Drawables.GetByGroup("Body")) { if (instance.Drawable is Animation) { Animation anim = (Animation)instance.Drawable; //anim.onAnimationFinished += new Animation.AnimationFinishedEventHandler(anim_onAnimationFinished); } } CurrentDrawableState = "Idle_" + Direction; base.LoadContent(content); }
public Item() { Drawables = new DrawableSet(); }
public override void LoadContent(ContentManager content) { DrawableSet.LoadDrawableSetXml(Drawables, BaseRace, content); CurrentDrawableState = "Idle_Left"; }
public override void LoadContent(ContentManager content) { DrawableSet.LoadDrawableSetXml(Drawables, "Animations/Misc/chests.anim", content); CurrentDrawableState = "Closed"; }