/// <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. spriteBatch = new SpriteBatch (GraphicsDevice); //TODO: use this.Content to load your game content here _floorTex = Content.Load<Texture2D> ("floor"); _wallTex = Content.Load<Texture2D> ("wall"); _playerTex = Content.Load<Texture2D> ("player"); _doorTex = Content.Load<Texture2D> ("door"); _level = Level.Generate (101, 101); _level.Player = new GameObject (); _player = _level.Player; var emptyTile = _level.GetRandomEmptyTile (); _player.Position = new Vector2 (emptyTile.CellData.X, emptyTile.CellData.Y); _level.UpdatePlayerFov (); Level.Camera.SpriteWidth = 64; Level.Camera.SpriteHeight = 64; Level.Camera.CenterOn (emptyTile); _world = new RTWorld(5, spriteBatch); var entity = _world.CreateEntity(); _world.EntityMasks[entity].ClearAll(); _world.SpatialComponents[entity].Position = new Vector2(50, 50); _world.SpriteComponents[entity].Texture = _playerTex; _world.SpriteComponents[entity].Tint = Color.Red; }
public RoguelikeGame () { graphics = new GraphicsDeviceManager (this); graphics.PreferredBackBufferWidth = 1280; // set this value to the desired width of your window graphics.PreferredBackBufferHeight = 720; // set this value to the desired height of your window graphics.ApplyChanges (); Content.RootDirectory = "Content"; //graphics.IsFullScreen = true; _inputState = new InputState (); _testGO = new GameObject(); //_testGO.AttachComponent(new SpatialComponent(Vector2.One)); }