public Camera(Map map, List <Entity> entities, ANewWorld form, ArrayMapCacher arrayMapCacher, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Player player, GraphicsDeviceManager graphicsManager, TileTextureMap tileTextureMap, FrameCounter frameCounter, SpriteFont spriteFont) { this.map = map; this.entities = entities; this.form = form; this.arrayMapCacher = arrayMapCacher; this.graphicsDevice = graphicsDevice; this.spriteBatch = spriteBatch; this.player = player; this.graphicsManager = graphicsManager; this.tileTextureMap = tileTextureMap; this.frameCounter = frameCounter; this.spriteFont = spriteFont; }
/// <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); spriteFont = Content.Load <SpriteFont>("Font"); playerSprite = Content.Load <Texture2D>("Ghost"); evilBoxSprite = Content.Load <Texture2D>("EvilBox"); Texture2D dirtSprite = Content.Load <Texture2D>("Dirt"); Camera.tileSprite = dirtSprite; Camera.playerSprite = playerSprite; Dictionary <int, Texture2D> typesAndBlockTextures = new Dictionary <int, Texture2D>(); typesAndBlockTextures.Add(0, Content.Load <Texture2D>("NullBlock")); typesAndBlockTextures.Add(1, Content.Load <Texture2D>("Air")); typesAndBlockTextures.Add(2, dirtSprite); typesAndBlockTextures.Add(3, Content.Load <Texture2D>("Grass")); tileTextureMap = new TileTextureMap(typesAndBlockTextures); }