protected override void LoadContent() { base.LoadContent(); ComponentFactory factory = new ComponentFactory(Content); graphics.PreferredBackBufferWidth = 1920; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 1080; // set this value to the desired height of your window graphics.ApplyChanges(); TextureRegion orangeRegion = new TextureRegion(Content.Load <Texture2D>("Test/orangeSquare"), 0, 0, 32, 32); HitboxLoader hitboxLoader = new HitboxLoader(stage); BoxSpawn boxSpawn = new BoxSpawn(factory.playerWalk[0], stage); playerSpawns = new PlayerSpawnLocations(); //GunSpawn gunSpawn = new GunSpawn(factory.gunRegions, stage); Physic.Instance.collisionRules.Add(new MultiKey <int>(1, 2), false); Actor baseActor = stage.CreateActor(0); TiledBase tiledBase = baseActor.AddComponent <TiledBase>(); tiledBase.Set(Content); tiledBase.OnCollisionHitboxLoaded += hitboxLoader.OnCollisionHitboxLoaded; tiledBase.OnObjectLoaded += boxSpawn.OnObjectLoaded; tiledBase.OnObjectLoaded += playerSpawns.OnObjectLoaded; //tiledBase.OnObjectLoaded += gunSpawn.OnObjectLoaded; TiledMapComponent[] components = tiledBase.AddMap(stage, "maps/level1", true, true); }
protected override void LoadContent() { base.LoadContent(); Actor baseActor = stage.CreateActor(0); TiledBase tiledBase = baseActor.AddComponent <TiledBase>(); tiledBase.Set(Content); TextureRegion region = new TextureRegion(Content.Load <Texture2D>("Test/testingLayers"), 0, 0, 20, 20); tiledBase.OnObjectLoaded += new TiledTestPlayerLoader(stage, region).OnObjectLoaded; Actor mapActor = stage.CreateActor(0); mapActor.AddComponent <Transform2>().WorldPosition = new Vector2(0, 0); tiledBase.AddMap(mapActor, "Test/DatMapWithObjectLayer"); mapActor.AddComponent <TiledTestMoverAndScaler>(); }
/// <summary> /// Loads a level based on the level number as an id. /// </summary> /// <param name="levelNumber">The level to be loaded.</param> protected virtual void LoadLevel(byte levelNumber) { loadLevelRequest = null; TiledMapComponent[] components = tiledBase.AddMap(stage, GameManager.LevelIDForLocation[levelNumber], true, true); }