private void RenderPath() { rects = new List <Rectangle>(); for (int i = 1; i < movementPath.Count - 1; i++) { Direction result = HelperFunction.GetIntersectionDir(movementPath[i - 1], movementPath[i], movementPath[i + 1]); switch (result) { case Direction.South: rects.Add(DirectionArrowSpriteSourceRectangle.GetSpriteRectangle(Direction.Center, true)); break; case Direction.East: rects.Add(DirectionArrowSpriteSourceRectangle.GetSpriteRectangle(Direction.Center, false)); break; default: rects.Add(DirectionArrowSpriteSourceRectangle.GetSpriteRectangle(result, false)); break; } } rects.Add(DirectionArrowSpriteSourceRectangle.GetSpriteRectangle(movementPath[movementPath.Count - 2].GetDirectionFromPointAtoPointB(movementPath[movementPath.Count - 1]))); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here TerrainSpriteSourceRectangle.LoadSprite(); UISpriteSheetSourceRectangle.LoadSprite(); UnitSpriteSheetRectangle.LoadSprite(); BuildingSpriteSourceRectangle.LoadSprite(); DirectionArrowSpriteSourceRectangle.LoadSprite(); CommandSpriteSourceRectangle.LoadSprite(); BackgroundTerrainSpriteSourceRectangle.LoadSprite(); BackgroundUnitSpriteSourceRectangle.LoadSprite(); SelectedMapCellBorderSpriteSourceRectangle.LoadSprite(); SelectedMapCellCapturePointSpriteSourceRectangle.LoadSprite(); SelectedMapCellDefenseStarSpriteSourceRectangle.LoadSprite(); SelectedMapCellLoadedUnitSpriteSourceRectangle.LoadSprite(); SelectedMapCellUnitInfoSpriteSourceRectangle.LoadSprite(); BuyMenuFactorySpriteSourceRectangle.LoadSprite(); BuyMenuAirportHarborSpriteSourceRectangle.LoadSprite(); graphics.PreferredBackBufferWidth = Constants.Width; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = Constants.Height; // set this value to the desired height of your window graphics.ApplyChanges(); DrawingHelper.Initialize(GraphicsDevice); Unit.Init(); Unit.Load(); CONTENT_MANAGER.gameinstance = this; base.Initialize(); }