protected override void LoadContent() { // load textures backgroundTexture = Content.Load<Texture2D>("textures/others/grass"); boxTexture = Content.Load<Texture2D>("textures/bz/boxwall"); pyramidTexture = Content.Load<Texture2D>("textures/bz/pyramid"); tankTexture = Content.Load<Texture2D>("textures/tank_white"); // let's make some test boxes - THESE ARE OVERRIDEN IF A MAP IS LOADED List<Sprite> tiled = new List<Sprite>(); tiled.Add(new Box(this, boxTexture, new Vector2(-10, 10), new Vector2(10, 10), 0, Color.Blue)); tiled.Add(new Box(this, boxTexture, new Vector2(10, 10), new Vector2(10, 10), 0, Color.Purple)); tiled.Add(new Box(this, boxTexture, new Vector2(10, -10), new Vector2(10, 10), 0, Color.Green)); tiled.Add(new Box(this, boxTexture, new Vector2(-10, -10), new Vector2(10, 10), (Single)Math.PI / 4, Color.Red)); tiled.Add(new Box(this, boxTexture, new Vector2(0, 0), new Vector2(10, 10), 0, Color.Yellow)); mapObjects.Add("tiled", tiled); List<Sprite> stretched = new List<Sprite>(); mapObjects.Add("stretched", stretched); // load grid mapGrid = new Grid(new Vector2(WorldSize, WorldSize), MapObjects); // load scoreHUD font scoreHUD.LoadContent(Content); base.LoadContent(); }
public void LoadMap(StreamReader sr) { // construct the StaticSprites from the stream mapObjects = ParseMapFile(sr); // add the boundaries AddMapBoundaries(); // now we can make our grid, make it 10% larger than actual size to get any objects near the world edge mapGrid = new Grid(new Vector2(WorldSize, WorldSize) * 1.1f, MapObjects); }
/// <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); // TODO: use this.Content to load your game content here RectangleTexture = Content.Load<Texture2D>("Square"); MyFont = Content.Load<SpriteFont>("MyFont"); UpperLeft = new WorldObject(new Vector2(100, 150), new Vector2(75, 75), (Single)0.0f); UpperRight = new WorldObject(new Vector2(500, 100), new Vector2(75, 75), (Single)0.0f); LowerLeft = new WorldObject(new Vector2(200, 450), new Vector2(100, 100), (Single)0.0f); LowerRight = new WorldObject(new Vector2(550, 480), new Vector2(100, 100), (Single)0.0f); mouse = new WorldObject(new Vector2(100, 590), new Vector2(50, 50), (Single)Math.PI / 4); allObjects.Add(UpperLeft); allObjects.Add(UpperRight); allObjects.Add(LowerLeft); allObjects.Add(LowerRight); //Without a camera only the first quadrant will be visible - so the world is 4x(800,600) grid = new Grid(new Vector2(1600, 1200), gridSize, allObjects); System.Diagnostics.Debug.WriteLine("The Grid is constructed"); System.Diagnostics.Debug.WriteLine("LoadContent is finshed"); }