Exemple #1
0
 public void LockToSprite(AnimatedSprite sprite)
 {
     Position.X = sprite.Position.X + sprite.Width / 2
     - (TileEngine.ViewportWidth / 2);
     Position.Y = sprite.Position.Y + sprite.Height / 2
     - (TileEngine.ViewportHeight / 2);
 }
Exemple #2
0
        protected override void Load()
        {
            SpriteFont font  = Engine.Content.Load<SpriteFont>("Content/Georgia");

            Explosion = new AnimatedSprite(0, 0, 0,"Content/explosions",-4,0,64, 64, 16);
            Explosion.NextSheetLine(0);
            this.AddComponent(Explosion);

            // Used for getting keyevents
             /*   KeyboardInput kInput = new KeyboardInput();
            kInput.Name = "keyboard";
            this.AddComponent(kInput);*/

            Sprite sprite = new Sprite(300, 300, 0, "Content/puppy");
            sprite.Name = "puppy";
            this.AddComponent(sprite);
            sprite.SourceRectangle = new Rectangle(0, 0, 160, 150);
            sprite.Scale = 2f;

            Sprite sprite2 = new Sprite(200, 300, 0, "Content/puppy");
            sprite2.Name = "puppy2";
            this.AddComponent(sprite2);
            sprite2.SourceRectangle = new Rectangle(50, 40, 160, 150);
            sprite2.Scale = 2f;

            Sprite sprite3 = new Sprite(200, 1000, 0, "Content/puppy");
            sprite3.Name = "puppy3";
            this.AddComponent(sprite3);
            sprite3.SourceRectangle = new Rectangle(0, 0, 160, 150);
            sprite3.Scale = 2f;
        }
Exemple #3
0
 public bool CheckUnWalkableTile(AnimatedSprite sprite, Vector2 motion)
 {
     Vector2 nextLocation = sprite.Position + motion;
     Rectangle nextRectangle = new Rectangle(
     (int)nextLocation.X,
     (int)nextLocation.Y,
     sprite.Width,
     sprite.Height);
     if (motion.Y < 0 && motion.X < 0)
     {
         return Session.CurrentMap.CheckUpAndLeft(nextRectangle);
     }
     else if (motion.Y < 0 && motion.X == 0)
     {
         return Session.CurrentMap.CheckUp(nextRectangle);
     }
     else if (motion.Y < 0 && motion.X > 0)
     {
         return Session.CurrentMap.CheckUpAndRight(nextRectangle);
     }
     else if (motion.Y == 0 && motion.X < 0)
     {
         return Session.CurrentMap.CheckLeft(nextRectangle);
     }
     else if (motion.Y == 0 && motion.X > 0)
     {
         return Session.CurrentMap.CheckRight(nextRectangle);
     }
     else if (motion.Y > 0 && motion.X < 0)
     {
         return Session.CurrentMap.CheckDownAndLeft(nextRectangle);
     }
     else if (motion.Y > 0 && motion.X == 0)
     {
         return Session.CurrentMap.CheckDown(nextRectangle);
     }
     return Session.CurrentMap.CheckDownAndRight(nextRectangle);
 }
Exemple #4
0
        protected override void Load()
        {
            // TODO: Test worked, no just put it to use content pipeline

            // Load each tile used in map and ask for a TileList
            TileLoader loader = new TileLoader("Content/XMLmap/testi.xml", Engine.Content);
            TileList list = loader.GetTileList();

            // Load all the layers from file and ask for a maplayer list
            LayerLoader layerLoader = new LayerLoader("Content/XMLmap/layertesti.xml", list);
            List<MapLayer> layers = layerLoader.GetLayerList();

            tileEngine = new TileEngine(32, 32, Engine.GameRef);

            // Make map with all those layers
            Session.CurrentMap = new TileMap(layers);

            // Add components and controls etc
            animations = new Dictionary<AnimationKey, Animation>(); ;
            Texture2D playerTexture = Engine.Content.Load<Texture2D>("content/Sprites/malefighter");
            Animation animation = new Animation(3, 28, 28, 0, 0);
            animations.Add(AnimationKey.Down, animation);
            animation = new Animation(3, 28, 28, 0, 28);
            animations.Add(AnimationKey.Left, animation);
            animation = new Animation(3, 28, 28, 0, 56);
            animations.Add(AnimationKey.Right, animation);
            animation = new Animation(3, 28, 28, 0, 84);
            animations.Add(AnimationKey.Up, animation);
            playerSprite = new AnimatedSprite(playerTexture, animations);
            playerSprite.IsAnimating = true;

            AddComponent(playerSprite);

            SpriteFont spriteFont = Engine.Content.Load<SpriteFont>("Content/Fonts/Georgia");

            Label text = new Label(spriteFont, Engine.SpriteBatch);
            text.Text = "HakaGame 1.0";
            text.Size = spriteFont.MeasureString(text.Text);
            text.Position = new Vector2(100, 100);
            Controls.Add(text);
            base.Load();
        }