public void LoadMapFromXML(string mapName)
        {
            //Add map tiles
            this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset1", 8, 8, 32, 32));
            this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset2", 8, 8, 32, 32));

            //Add enemies
            for (int i = 0; i < 30; i++)
            {
                Entity enemyEntity = new Entity(baseGame, "wizard", Gender.Male, EntityType.Monster, EntityClassManager.GetClasses()["Wizard"], EntityRaceManager.GetRaces()["Human"]);
                enemyEntity.Inventory.Add(ItemManager.GetItems()["Apprentice's Wand"]);
                EnemyInformation e = new EnemyInformation("wizard", enemyEntity);
                e.SpriteIdleDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleDown", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleUp", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleRight = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleRight", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteIdleLeft = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleLeft", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right);
                e.SpriteWalk = new SpriteSheet("SpriteSheets/Enemy/RedWizard/Walk", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                e.SpriteWalkUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkUp", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                e.SpriteWalkDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkDown", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right);
                Enemies.Add(e);
            }

            //Add bosses here
            //Add number of enemies here
        }
Exemple #2
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 public Player(Game game, Camera camera)
     : base(game)
 {
     // Player entity
     Entity = new Entity(game, "Gandalf", Gender.Male, EntityType.Player, EntityClassManager.GetClasses()["Wizard"], EntityRaceManager.GetRaces()["Human"]);
     Entity.Inventory.Add(ItemManager.GetItems()["Apprentice's Wand"]);
     // Camera
     Camera = camera;
     var startingPosition = Camera.Position;
     multiSprite = new MultiSprite(startingPosition, 70);
     multiSprite.States.Add(State.IdleDown.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/IdleDown", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.IdleUp.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/IdleUp", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.IdleRight.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/IdleRight", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.IdleLeft.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/IdleLeft", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.Walk.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/Walk", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.WalkUp.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/WalkUp", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right));
     multiSprite.States.Add(State.WalkDown.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/WalkDown", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right));
     //multiSprite.States.Add(State.Attack.ToString(), new SpriteSheet("SpriteSheets/Player/Wizard/Attack", new Point(0, 0), new Point(140, 160), new Point(2, 1), SpriteDirection.Right));
     multiSprite.CurrentState = State.IdleDown.ToString();
 }
 public EnemyInformation(string name, Entity entity)
 {
     this.name = name;
     this.entity = entity;
 }