/// <summary> /// Loads a particular enemy sprite sheet and sounds. /// </summary> protected virtual void LoadContent() { // Load sounds. killedSound = Level.Content.Load <SoundEffect>("Sounds/Dying"); // Temporary hurt sound. We probably want to use something different in the future. hurtSound = Level.Content.Load <SoundEffect>("Sounds/MaleHurt"); // Calculate bounds within texture size. // TODO It needs to be more clear what this is doing, and why it is done here. It is for collision detection. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); // Load enemy default weapon weapon = new EnemyGun(this); stateMachine = new EnemyStateMachine(this); }
protected override void LoadContent() { // Load animations. runAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/MonsterB/Run"), 0.1f, true); idleAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/MonsterB/Idle"), 0.15f, true); dieAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/MonsterB/Die"), 0.07f, false); jumpAnimation = new Animation(Level.Content.Load <Texture2D>("Sprites/MonsterB/Idle"), 0.15f, true); //placeholder killedSound = Level.Content.Load <SoundEffect>("Sounds/WomanFall"); hurtSound = Level.Content.Load <SoundEffect>("Sounds/WomanDying"); jumpSound = Level.Content.Load <SoundEffect>("Sounds/WomanJump"); // Calculate bounds within texture size. // TODO It needs to be more clear what this is doing, and why it is done here. It is for collision detection. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); // Load enemy default weapon weapon = new EnemyGun(this); stateMachine = new EnemyStateMachine(this); }