Example #1
0
        public static void CreateWeapon(Unit unit, ContentManager content)
        {
            if (unit.UnitType == Hero.TYPE_WARRIOR) {
                Sword s = new Sword ();

                // Load the sword resources
                Animation swordAnimation = new Animation();
                Texture2D swordTexture = content.Load<Texture2D>("swords_1");
                swordAnimation.Initialize(swordTexture, Vector2.Zero, 64, 48, 4, 30, Color.White, 1.0f, true);

                s.Initialize (swordAnimation, unit.Position);
                unit.meleeWeapon = s;

            } else if (unit.UnitType == Hero.TYPE_ARCHER) {
                Bow b = new Bow ();
                unit.rangedWeapon = b;
            }
        }
Example #2
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be use to draw textures.
            spriteBatch = new SpriteBatch (graphics.GraphicsDevice);

            // Camera loading
            Vector2 viewPort = new Vector2 (graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height);
            camera2d.Initialize (viewPort);
            camera2d.Zoom = 1.0f;

            // Tiles loading
            Tile.TileSetTexture = Content.Load<Texture2D>("part2_tileset");
            tileMap = new TileMap (viewPort);

            // CrossHair Loading
            crossHair.Texture = Content.Load<Texture2D>("crosshair");

            // Load the player resources
            Animation playerAnimation = new Animation();
            Texture2D playerTexture = Content.Load<Texture2D>("concept1");
            playerAnimation.Initialize(playerTexture, Vector2.Zero, 64, 64, 4, 30, Color.White, 1.0f, true);

            // Player loading
            Vector2 playerPosition = new Vector2 (0,0);
            archer.Initialize(playerAnimation, playerPosition);
            WeaponFactory.CreateWeapon (archer, Content);

            // Camera startup
            camera2d.Position = archer.Position;
            soldier.Initialize (graphics.GraphicsDevice);

            // Other
            tileMap.LoadFile ();
            WeaponFactory.LoadTextures (Content);
        }