protected override void Initialize() { var screenData = configData.ToResultType <ScreenData>("ScreenOptions"); var player1Dictionary = configData.ToResultType <Dictionary <string, string> >("Player1Controls"); var player1Keys = GeneralExtensions.ConvertToKeySet <PlayerControls>(player1Dictionary); // Configure the screen. graphics.PreferredBackBufferWidth = screenData.ScreenWidth; graphics.PreferredBackBufferHeight = screenData.ScreenHeight; graphics.IsFullScreen = screenData.FullScreen; graphics.ApplyChanges(); // Assign the drawerer spriteBatch = new SpriteBatch(GraphicsDevice); // Can rotate this.fourway = new FourWayDirection(FourDirections.Stopped, 0.5f); // Allows you to rotate. this._keyboard4Way = new Keyboard4Way(this.fourway, player1Keys); var slowCloud = this.GraphicsDevice.TextureFromFileName("Content/backBackground.png"); // spriteBatch.CreateFilleRectTexture( new Rectangle(0,0, gameWidth + 50, gameHEight + 50), Color.LightCyan); var fastCloud = this.GraphicsDevice.TextureFromFileName("Content/frontBackground.png"); //spriteBatch.CreateFilleRectTexture(new Rectangle(0, 0, gameWidth + 50, gameHEight + 50), Color.Orange); var sprite = this.GraphicsDevice.TextureFromFileName("Content/FatBlock.png"); // all rects on a particular atlas. // It's also the entire map for the backfround. var atlasRects = FramesGenerator.GenerateFrames(new FrameInfo[] { new FrameInfo(32, 32) }, new Dimensions(96, 64)); var map = GeneralExtensions.LoadCsvMapData("Maps/BorderMap.csv"); var topLeft = new Vector2(-123, -127); backgroundMap = new BoundedBackground(spriteBatch, sprite, atlasRects, map, new Dimensions(32, 32), new Rectangle(0, 0, 1024, 1152), fourway, topLeft, GraphicsDevice.Viewport); base.Initialize(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here arial = this.Content.Load <SpriteFont>("Arial"); this.rTater = new Rotator(348, 202); baseJeep = Texture2d.FromFileName(this.GraphicsDevice, "Content/Jeep.png"); var jeepFrames = FramesGenerator.GenerateFrames(new FrameInfo(243, 243), new Dimensions(baseJeep.Width, baseJeep.Height)); player = new PlayerContainer(this.spriteBatch, this.baseJeep, new Character(jeepFrames), this.rTater, player1Keys, new Point(100, 125)); }
protected override void Initialize() { var screenData = configData.ToResultType <ScreenData>("ScreenOptions"); var player1Dictionary = configData.ToResultType <Dictionary <string, string> >("Player1Controls"); var player1Keys = GeneralExtensions.ConvertToKeySet <PlayerControls>(player1Dictionary); // Configure the screen. graphics.PreferredBackBufferWidth = screenData.ScreenWidth; graphics.PreferredBackBufferHeight = screenData.ScreenHeight; graphics.IsFullScreen = screenData.FullScreen; graphics.ApplyChanges(); // Assign the drawerer spriteBatch = new SpriteBatch(GraphicsDevice); var centreHoriz = this.GraphicsDevice.Viewport.Width / 2; var centreVert = this.GraphicsDevice.Viewport.Height / 2; // create the integral to convert to float/ _centrePoint = new Point(centreHoriz, centreVert).ToVector2(); // Can rotate this.rotator = new Rotator(0, 202); // Allows you to rotate. this._keyboardRotator = new KeyboardRotation(this.rotator, player1Keys); var slowCloud = this.GraphicsDevice.TextureFromFileName("Content/backBackground.png"); // spriteBatch.CreateFilleRectTexture( new Rectangle(0,0, gameWidth + 50, gameHEight + 50), Color.LightCyan); var fastCloud = this.GraphicsDevice.TextureFromFileName("Content/frontBackground.png"); //spriteBatch.CreateFilleRectTexture(new Rectangle(0, 0, gameWidth + 50, gameHEight + 50), Color.Orange); // all rects on a particular atlas. // It's also the entire map for the backfround. var atlasRects = FramesGenerator.GenerateFrames(new FrameInfo[] { new FrameInfo(25, 25) }, new Dimensions(500, 500)); var map = Enumerable.Range(0, atlasRects.Length).Select(i => i).ToList(); this._backgroundTiles = new BackgroundTilesLayer(spriteBatch, new Texture2D[] { fastCloud, fastCloud }, atlasRects, map, rotator, 0.20f, new Vector2(0, 0)); this._foregroundLayter = new BackgroundRectanglesLayer(spriteBatch, new Texture2D[] { fastCloud, fastCloud }, rotator, 0.35f, new Vector2(876, 486)); this._foregroundLayter2 = new BackgroundRectanglesLayer(spriteBatch, new Texture2D[] { slowCloud, slowCloud }, rotator, 0.20f, new Vector2(876, 486)); base.Initialize(); }