public static List<Enemy> getEnemyLayout(ContentManager content, string filename) { TileLayer tLayer = TileLayer.FromFile(content, filename); List<Enemy> enemyList = new List<Enemy>(); int spawnMapWidth = tLayer.map.GetLength(1); int spawnMapHeight = tLayer.map.GetLength(0); for (int x = 0; x < spawnMapWidth; x++) { for (int y = 0; y < spawnMapHeight; y++) { int textIndex = tLayer.map[y, x]; if (textIndex == 0) { continue; } if (textIndex == 1) { Enemy e = new Enemy(tLayer.tileTextures[textIndex - 1], new Vector2(x * tLayer.TileWidth, y * tLayer.TileHeight), EnemyType.normal, content); enemyList.Add(e); } if (textIndex == 2) { Enemy e = new Enemy(tLayer.tileTextures[textIndex - 1], new Vector2(x * tLayer.TileWidth, y * tLayer.TileHeight), EnemyType.fast, content); enemyList.Add(e); } if (textIndex == 3) { Enemy e = new Enemy(tLayer.tileTextures[textIndex - 1], new Vector2(x * tLayer.TileWidth, y * tLayer.TileHeight), EnemyType.projectile, content); enemyList.Add(e); } if (textIndex == 4) { Enemy e = new Enemy(tLayer.tileTextures[textIndex - 1], new Vector2(x * tLayer.TileWidth, y * tLayer.TileHeight), EnemyType.boss, content); enemyList.Add(e); } } } return enemyList; }
/// <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. spriteFont = Content.Load<SpriteFont>("SpriteFont1"); enemyDeleteList = new List<Enemy>(); bulletDeleteList = new List<Bullet>(); eBulletDeleteList = new List<Bullet>(); playerTexture = Content.Load<Texture2D>("manwalk"); mouseTexture = Content.Load<Texture2D>("cursor"); bulletTexture = Content.Load<Texture2D>("bullet2"); enemyTexture = Content.Load<Texture2D>("ZombieGreen"); //Texture2D enemyTexture2 = Content.Load<Texture2D>("ZombiePink"); Texture2D enemyTexture3 = Content.Load<Texture2D>("ZombieRed"); Texture2D enemyTexture4 = Content.Load<Texture2D>("ZombieOrange"); enemyList = new List<Enemy>(); int spawnMapWidth = spawnMap.GetLength(1); int spawnMapHeight = spawnMap.GetLength(0); for (int x = 0; x < spawnMapWidth; x++) { for (int y = 0; y < spawnMapHeight; y++) { int textIndex = spawnMap[y, x]; if (textIndex == -1) { continue; } Enemy e = new Enemy(enemyTexture, new Vector2(x * tileWidth, y * tileHeight), Enemy.enemyType.normal); enemyList.Add(e); } } //enemyList.Add(new Enemy(enemyTexture2, new Vector2(400, 400))); //enemyList.Add(new Enemy(enemyTexture3, new Vector2(500, 400))); enemyList.Add(new Enemy(enemyTexture4, new Vector2(600, 400),Enemy.enemyType.projectile, Content)); enemyList.Add(new Enemy(enemyTexture3, new Vector2(500, 400), Enemy.enemyType.boss, Content)); spriteBatch = new SpriteBatch(GraphicsDevice); // TILE STUFF tileDirt = Content.Load<Texture2D>("Tiles/se_free_dirt_texture"); tileGrass = Content.Load<Texture2D>("Tiles/se_free_grass_texture"); tileGround = Content.Load<Texture2D>("Tiles/se_free_ground_texture"); tileMud = Content.Load<Texture2D>("Tiles/se_free_mud_texture"); tileList.Add(tileDirt); tileList.Add(tileMud); tileList.Add(tileGround); tileList.Add(tileGrass); Texture2D tileHeart = Content.Load <Texture2D>("1up"); tileHand = Content.Load<Texture2D>("crate"); tileList2.Add(tileHand); tileList2.Add(tileHeart); player = new Player(playerTexture, mouseTexture, new Vector2(200, 200), new AnimatedSprite(playerTexture, 1, 2, 0.5f), Content); heart = Content.Load<Texture2D>("1up"); }