public void LoadMapFromXML(string mapName)
        {
            //Add map tiles
            this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset1", 8, 8, 32, 32));
            this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset2", 8, 8, 32, 32));

            //Add enemies
            for (int i = 0; i < 30; i++)
            {
                Entity enemyEntity = new Entity(baseGame, "wizard", Gender.Male, EntityType.Monster, EntityClassManager.GetClasses()["Wizard"], EntityRaceManager.GetRaces()["Human"]);
                enemyEntity.Inventory.Add(ItemManager.GetItems()["Apprentice's Wand"]);
                EnemyInformation e = new EnemyInformation("wizard", enemyEntity);
                e.SpriteIdleDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleDown", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleUp", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleRight = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleRight", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleLeft = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleLeft", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteWalk = new SpriteSheet("SpriteSheets/Enemy/RedWizard/Walk", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                e.SpriteWalkUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkUp", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                e.SpriteWalkDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkDown", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                Enemies.Add(e);
            }

            //Add bosses here
            //Add number of enemies here
        }
Beispiel #2
0
        public void Create(EnemyInformation enemyInfo, Vector2 enemyPosition)
        {
            Entity = enemyInfo.Entity;
            position = enemyPosition;

            enemySprite = new MultiSprite(position, 70);
            enemySprite.States.Add(State.IdleDown.ToString(), enemyInfo.SpriteIdleDown);
            enemySprite.States.Add(State.IdleUp.ToString(), enemyInfo.SpriteIdleUp);
            enemySprite.States.Add(State.IdleRight.ToString(), enemyInfo.SpriteIdleRight);
            enemySprite.States.Add(State.IdleLeft.ToString(), enemyInfo.SpriteIdleLeft);
            enemySprite.States.Add(State.Walk.ToString(), enemyInfo.SpriteWalk);
            enemySprite.States.Add(State.WalkUp.ToString(), enemyInfo.SpriteWalkUp);
            enemySprite.States.Add(State.WalkDown.ToString(), enemyInfo.SpriteWalkDown);
            //multiSprite.States.Add(State.Attack.ToString(), );
            enemySprite.CurrentState = State.IdleDown.ToString();
        }