/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //Initialize the board array board = new Gameboard(Constants.boardWidth, Constants.boardHeight, Content.Load<Texture2D>(Constants.unlitBlockName), Content.Load<Texture2D>(Constants.litBlockName), Content);//new LightButton[Constants.boardWidth, Constants.boardHeight]; Vector2 startPosition = Constants.boardStartPosition; float posX = startPosition.X, posY = startPosition.Y; board.tiles[0, 0].Position = startPosition; Dimensions d = new Dimensions(); d.width = (int)(((float)Constants.tileWidth) * Constants.scaleFactor); d.height = (int)(((float)Constants.tileHeight) * Constants.scaleFactor); int scaledOffset = (int)(((float)Constants.tileOffsetTop) * Constants.scaleFactor); for (int i = 0; i < Constants.boardWidth; i++) { for (int j = 0; j < Constants.boardHeight; j++) { float Y = posY + (d.height * j); float X = posX + (d.width * i); board.tiles[i, j].Position = new Vector2(X, Y); } } // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); background = Content.Load<Texture2D>(Constants.backgroundName); // Load the selection sprite selection = new Selector(Content.Load<Texture2D>(Constants.selectorName)); viewportRect = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); // Load a puzzle board.LoadBoard("Puzzles\\Puzzles.xml", 1); }
private Dimensions getBoardDimensionsInPixels() { Dimensions toReturn = new Dimensions(); toReturn.width = tiles[0, 0].Sprite.Width * sizeAcross; toReturn.height = tiles[0, 0].Sprite.Height * sizeDown; return toReturn; }