void LoadObjects() { foreach (TiledMapObjectLayer layer in map.ObjectLayers) { if (layer.Name == "Respawn") { TiledMapObject thing = layer.Objects[0]; if (thing != null) { Sprite respawn = new Sprite(); respawn.position = new Vector2(thing.Position.X, thing.Position.Y); currentCheckpoint = respawn; } } if (layer.Name == "Enemies") { foreach (TiledMapObject thing in layer.Objects) { Enemy enemy = new Enemy(); Vector2 tiles = new Vector2((int)(thing.Position.X / tileHeight), (int)(thing.Position.Y / tileHeight)); enemy.enemySprite.position = tiles * tileHeight; enemy.Load(Content, this); enemies.Add(enemy); } } if (layer.Name == "Key") { TiledMapObject thing = layer.Objects[0]; if (thing != null) { Key key = new Key(); key.keySprite.position = new Vector2(thing.Position.X, thing.Position.Y); key.Load(Content, this); unlock = key; } } if (layer.Name == "Goal") { TiledMapObject thing = layer.Objects[0]; if (thing != null) { Chest chest = new Chest(); chest.chestSprite.position = new Vector2(thing.Position.X, thing.Position.Y); chest.Load(Content, this); goal = chest; } } if (layer.Name == "Hazards") { foreach (TiledMapObject thing in layer.Objects) { Hazards hazard = new Hazards(); Vector2 tiles = new Vector2((int)(thing.Position.X / tileHeight), (int)(thing.Position.Y / tileHeight)); hazard.hazardsSprite.position = tiles * tileHeight; hazard.Load(Content, this); hazards.Add(hazard); } } } }