Esempio n. 1
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 public TextureManager(ContentManager content, GraphicsDevice graphics)
 {
     Content = content;
     Graphics = graphics;
     TextureDict = new ConcurrentDictionary<string, Texture2D[]>();
     ContentDirInfo = new DirectoryInfo("Content" + Path.DirectorySeparatorChar);
     RequestedTextures = new ConcurrentQueue<string>();
     if (BadFilenames == null)
         BadFilenames = new ConcurrentBag<string>();
     TextureManager.MainManager = this;
 }
Esempio n. 2
0
        /// <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.
            TexManager = new TextureManager(Content, GraphicsDevice);
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Background = Content.Load<Texture2D>("Art\\light_sand_template");
            //testLevel = new GameLevel(background);
            this.Window.Position = new Point((graphics.PreferredBackBufferHeight - Background.Height) / 2, (this.graphics.PreferredBackBufferWidth - Background.Width) / 2);
            graphics.PreferredBackBufferHeight = Background.Height / 4 * 3;
            graphics.PreferredBackBufferWidth = Background.Width / 4 * 3;
            graphics.ApplyChanges();
            Texture2D circle = Content.Load<Texture2D>("circle");
            Sphere = new AnimatedGameObject(circle, new Vector2(50, 50));
            DebugAnimation = new Animation(TexManager["ExplosionOneRed"], 20);
            DebugAnimation.Looping = true;
            DebugAnimation.Begin();
            TexManager.requestTextureLoad("ExplosionThreeRed");
            TexManager.requestTextureLoad("ExplosionThreeBlue");
            TexManager.requestTextureLoad("BasicTower");
            TexManager.requestTextureLoad("BasicCreep");
            TexManager.requestTextureLoad("light_sand_template");
            TexManager.requestTextureLoad("BulletSprites");
            TexManager.BeginLoadTextures();
            //  Loader.WriteStandardizedTextures();
            while (TexManager.LoadingTextures == true)
                ;
            TexManager.SplitLaserTexture();
            // While we wait for everything to load - until I implement a proper loading screen
            // Just spin

            DebugCreep = new Creep(new Animation(TexManager["BasicCreep"], 1), new Vector2(100, 100), new Vector2(20f, 20f), 20);
            DebugCreep.RotationZero = new Vector2(0, -1);
            DebugCreep2 = new Creep(DebugCreep.Animations[0], new Vector2(200, 100), new Vector2(50f, 50f), 20);
            DebugCreep2.RotationZero = new Vector2(0, -1);
            DebugTower = new Tower(new Animation(TexManager["BasicTower"], 1), new Vector2(200, 400), 50, .1f);
            DebugTower.AttackType = Projectile.DebugProjectile;
            MainEntityManager.AddCreep(DebugCreep);
            MainEntityManager.AddTower(DebugTower);
            MainEntityManager.AddCreep(DebugCreep2);
            PlayerInputHandler.MouseMovement += MainEntityManager.GetMousePos;
        }