/// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            IsMouseVisible = true;

            _pauseMenuTexture   = Content.Load <Texture2D>("PauseTexture");
            _pauseMenuRectangle = new Rectangle(0, 0, _pauseMenuTexture.Width, _pauseMenuTexture.Height);
            _cleaner            = new Cleaner()
            {
                Position = new Vector2(5, 2), VasteLocatie = new Vector2(5, 2)
            };
            _cleaner2 = new Cleaner()
            {
                Position = new Vector2(5, 5), VasteLocatie = new Vector2(5, 5)
            };
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch  = new SpriteBatch(GraphicsDevice);
            _persons     = new List <IPerson>();
            _cleaners    = new List <Cleaner>();
            _hotel.Areas = new LayoutReader().GetAllObjects(@"Content\Hotel3.layout");
            AreaFactory areaFactory = new AreaFactory();

            _elevator           = (Elevator)areaFactory.Create("Elevator");
            _stairs             = (Stairs)areaFactory.Create("Stairs");
            _lobby              = (Lobby)areaFactory.Create("Lobby");
            _elevator.Dimension = new Vector2(1, _hotel.Areas.OrderByDescending(x => x.Dimension.Y + x.Position.Y).First().Dimension.Y + _hotel.Areas.OrderByDescending(x => x.Dimension.Y + x.Position.Y).First().Position.Y);
            _stairs.Position    = new Vector2(_hotel.Areas.OrderByDescending(x => x.Position.X + x.Dimension.X).First().Dimension.X + _hotel.Areas.OrderByDescending(x => x.Position.X + x.Dimension.X).First().Position.X, 0);
            _stairs.Dimension   = new Vector2(1, _hotel.Areas.OrderByDescending(x => x.Dimension.Y + x.Position.Y).First().Dimension.Y + _hotel.Areas.OrderByDescending(x => x.Dimension.Y + x.Position.Y).First().Position.Y);
            _lobby.Dimension    = new Vector2(_stairs.Position.X - 1, 1);
            _hotel.Areas.Add(_elevator);
            _hotel.Areas.Add(_stairs);
            _hotel.Areas.Add(_lobby);
            _persons.Add(_cleaner);
            _persons.Add(_cleaner2);
            _cleaners.Add(_cleaner);
            _cleaners.Add(_cleaner2);
            foreach (IArea area in _hotel.Areas)
            {
                area.LoadContent(Content);
            }
            _hotel.Load();
            _hotel.AddToGraph(_simplePath);
            PeopleFactory peopleFactory = new PeopleFactory();

            // nog even uitzoeken waar dit het best kan
            foreach (IPerson person in _persons)
            {
                person.LoadContent(Content);
            }
            _elevator.Attach(_cleaner);
            _elevator.Attach(_cleaner2);
            _menuForm = new MenuForm(_hotel, _cleaners, _customers, _persons, _stairs, _simplePath);
            _menuForm.Show();
            // TODO: use this.Content to load your game content here
        }
Esempio n. 2
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        /// <summary>
        /// The class that will create Areas when proper json objects are passed in
        /// </summary>
        /// <param name="objectType"></param>
        /// <param name="jsonObject"></param>
        /// <returns></returns>
        protected override IArea Create(Type objectType, JObject jsonObject)
        {
            // examine the AreaType value
            string typeName = (jsonObject["AreaType"]).ToString();

            // based on the AreaType, instantiate and return a new object
            AreaFactory factory = new AreaFactory();

            return(factory.Create(typeName));
        }