protected override void LoadContent()
 {
     spriteBatch = new SpriteBatch(GraphicsDevice);
     Art.Load(Content);
     map = new TileMap(input, (int)Static.MapSize.X, (int)Static.MapSize.Y);
     camera.Position = new Vector2(Static.ScreenSize.X / 2, Static.ScreenSize.Y / 2);
 }
Exemple #2
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        protected override void Initialize()
        {
            // Character

            character = new Character(Content.Load<Texture2D>("character_stand"),
                new Vector2(100,100), new Vector2(1f,1f), new Vector2(64,128));

            // Tiles
            var blockTexture = Content.Load<Texture2D>("glowy_tile_multicolor");

            tileMap = new TileMap(new Vector2(64, 64), blockTexture);

            tileMap.AddNewLayer();
            var layer = tileMap.GetTileLayerByIndex(0);

            var rnd = new Random();
            for (int x = 0; x < graphics.GraphicsDevice.Viewport.Width / 64 + 1; x++)
            {
                for (int y = 0; y < graphics.GraphicsDevice.Viewport.Height / 64 + 1; y++)
                {
                    var animation = new TileAnimation(blockTexture, new Vector2(512, 512), rnd.Next(200, 500));
                    layer.AddNewTileToLayer(new Vector2(64, 64), new Vector2(x * 64, y* 64), Color.White, blockTexture, animation);
                }
            }

            base.Initialize();
        }
 public PathFinding(TileMap map)
 {
     this.map = map;
     openList = new List<Tile>();
     closedList = new List<Tile>();
     start = map.Map[5, 5];
     end = map.Map[10, 10];
     
     AStar();
 }
Exemple #4
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        /// <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);

            myMap = new TileMap(Content.Load<Texture2D>(@"Textures\TileSets\mousemap"));
            hilight = Content.Load<Texture2D>(@"Textures\TileSets\hilight");

            Tile.TileSetTexture = Content.Load<Texture2D>(@"Textures\TileSets\part4_tileset");

            //pericles6 = Content.Load<SpriteFont>(@"Fonts\Pericles6");

            Camera.ViewWidth = this.graphics.PreferredBackBufferWidth;
            Camera.ViewHeight = this.graphics.PreferredBackBufferHeight;
            Camera.WorldWidth = ((myMap.MapWidth-2) * Tile.TileStepX);
            Camera.WorldHeight = ((myMap.MapHeight-2) * Tile.TileStepY);
            Camera.DisplayOffset = new Vector2(baseOffsetX, baseOffsetY);
            // TODO: use this.Content to load your game content here
        }
Exemple #5
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            treasureChestTexture = Texture2D.FromStream(GraphicsDevice, new System.IO.StreamReader("content/treasurechest.png").BaseStream);
            doorTexture = Texture2D.FromStream(GraphicsDevice, new System.IO.StreamReader("content/door.png").BaseStream);

            tileMap = Content.Load<TileMap>("Maps/OneHouseTest");

            sprite = new AnimatedSprite(Content.Load<Texture2D>("Sprites/npc3"));
            sprite.OriginOffset = new Vector2(16, 30);

            NPC npc = new NPC(Content.Load<Texture2D>("Sprites/npc3"), dialog, Content.Load<Script>("Scripts/NPC1"));
            npc.Target = sprite;
            npcs.Add(npc);

            npcs.Add(new NPC(Content.Load<Texture2D>("Sprites/amg2"), null, null));
            npcs.Add(new NPC(Content.Load<Texture2D>("Sprites/avt1"), null, null));
            npcs.Add(new NPC(Content.Load<Texture2D>("Sprites/avt2"), null, null));
            npcs.Add(new NPC(Content.Load<Texture2D>("Sprites/npc6"), null, null));
        }
Exemple #6
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 /// <summary>
 /// Standard MapCursor constructor.
 /// </summary>
 /// <param name="parentMap">The map which the cursor is tied to.</param>
 public MapCursor( TileMap parentMap )
 {
     this.parentMap = parentMap;
 }
        public MapSaved(TileMap <MapCellType> map)
        {
            this.map = map;

            savedCells = new Dictionary <Point, MapCellType>();
        }
        /// <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);

            myMap = new TileMap(
                           Content.Load<Texture2D>(@"Textures\TileSets\mousemap"),
                           Content.Load<Texture2D>(@"Textures\TileSets\part9_slopemaps"));

            hilight = Content.Load<Texture2D>(@"Textures\TileSets\hilight");

            Tile.TileSetTexture = Content.Load<Texture2D>(@"Textures\TileSets\part4_tileset");

            pericles6 = Content.Load<SpriteFont>(@"Fonts\Pericles6");

            Camera.ViewWidth = this.graphics.PreferredBackBufferWidth;
            Camera.ViewHeight = this.graphics.PreferredBackBufferHeight;
            Camera.WorldWidth = ((myMap.MapWidth-2) * Tile.TileStepX);
            Camera.WorldHeight = ((myMap.MapHeight-2) * Tile.TileStepY);
            Camera.DisplayOffset = new Vector2(baseOffsetX, baseOffsetY);

            vlad = new SpriteAnimation(Content.Load<Texture2D>(@"Textures\Characters\T_Vlad_Sword_Walking_48x48"));

            vlad.AddAnimation("WalkEast", 0, 48 * 0, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorth", 0, 48 * 1, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorthEast", 0, 48 * 2, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorthWest", 0, 48 * 3, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouth", 0, 48 * 4, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouthEast", 0, 48 * 5, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouthWest", 0, 48 * 6, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkWest", 0, 48 * 7, 48, 48, 8, 0.1f);

            vlad.AddAnimation("IdleEast", 0, 48 * 0, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorth", 0, 48 * 1, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorthEast", 0, 48 * 2, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorthWest", 0, 48 * 3, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouth", 0, 48 * 4, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouthEast", 0, 48 * 5, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouthWest", 0, 48 * 6, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleWest", 0, 48 * 7, 48, 48, 1, 0.2f);

            vlad.Position = new Vector2(100, 100);
            vlad.DrawOffset = new Vector2(-24, -38);
            vlad.CurrentAnimation = "WalkEast";
            vlad.IsAnimating = true;
            // TODO: use this.Content to load your game content here
        }
Exemple #9
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 /* Sets the map to which the tile layer is tied.
  * Note that this is called automatically when a layer is added to a tile map. */
 public void SetParentMap( TileMap parentMap )
 {
     ParentMap = parentMap;
 }
Exemple #10
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        /// <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);

            Texture2D tilesetTexture = Content.Load<Texture2D>(@"TileSets\TileSet3");
            tileset = new TileSet(tilesetTexture, 8, 8, 32, 32);

            List<TileSet> tilesets = new List<TileSet>();
            tilesets.Add(tileset);

            MapLayer Layer = new MapLayer(500,500);
            for (int y = 0; y < Layer.Height; y++)
            {
                for (int x = 0; x < Layer.Width; x++)
                {

                    Layer.SetTile(0, x, y);

                }
            }

            List<MapLayer> mapLayers = new List<MapLayer>();
            mapLayers.Add(Layer);

            map = new TileMap(tilesets, mapLayers);
            // TODO: use this.Content to load your game content here
        }