/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Player PlayerSpriteInfo.Texture = Content.Load <Texture2D>(PlayerSpriteInfo.SPRITESHEET_PATH); var playerInput = new Input(Keys.Up, Keys.Down, Keys.Left, Keys.Right); var playerSprite = new Sprite(PlayerSpriteInfo.GenerateAnimations(), PLAYER_STARTING_POSITION, playerInput, true); sprites.Add(playerSprite); //Goblin GoblinSpriteInfo.Texture = Content.Load <Texture2D>(GoblinSpriteInfo.SPRITESHEET_PATH); var goblinSprite = new Sprite(GoblinSpriteInfo.GenerateAnimations(), GOBLIN_STARTING_POSITION, null, false); sprites.Add(goblinSprite); }
void LoadPlayerSprite() { playerSprites = new Dictionary <PlayerSpriteInfo, Sprite>(); playerAttackSprites = new Dictionary <PlayerSpriteInfo, Sprite>(); playerDefendSprites = new Dictionary <PlayerSpriteInfo, Sprite>(); spriteInfo = new List <PlayerSpriteInfo>(); int i = 0; foreach (Sprite s in fighterSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Fighter, i); playerSprites[psi] = s; spriteInfo.Add(psi); i++; } i = 0; foreach (Sprite s in mageSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Mage, i); playerSprites[psi] = s; spriteInfo.Add(psi); i++; } i = 0; foreach (Sprite s in rogueSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Rogue, i); playerSprites[psi] = s; spriteInfo.Add(psi); i++; } i = 0; foreach (Sprite s in archerSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Archer, i); playerSprites[psi] = s; spriteInfo.Add(psi); i++; } i = 0; foreach (Sprite s in fighterAttackSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Fighter, i); playerAttackSprites[psi] = s; i++; } i = 0; foreach (Sprite s in mageAttackSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Mage, i); playerAttackSprites[psi] = s; i++; } i = 0; foreach (Sprite s in rogueAttackSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Rogue, i); playerAttackSprites[psi] = s; i++; } i = 0; foreach (Sprite s in archerAttackSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Archer, i); playerAttackSprites[psi] = s; i++; } i = 0; foreach (Sprite s in fighterDefendSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Fighter, i); playerDefendSprites[psi] = s; i++; } i = 0; foreach (Sprite s in mageDefendSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Mage, i); playerDefendSprites[psi] = s; i++; } i = 0; foreach (Sprite s in rogueDefendSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Rogue, i); playerDefendSprites[psi] = s; i++; } i = 0; foreach (Sprite s in archerDefendSprites) { PlayerSpriteInfo psi = new PlayerSpriteInfo(PlayerClass.Archer, i); playerDefendSprites[psi] = s; i++; } }