protected override void LoadContent() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); player = new PlayerSprite( Game.Content.Load <Texture2D>(@"Textures\Sprites\Player"), GameSetting.PointToVector2(GameSetting.PlayerStartPosition), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap ); guard = new GuardSprite( Game.Content.Load <Texture2D>(@"Textures\Sprites\Guard"), new Vector2(30 * 22, 30 * 4), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap, this ); base.LoadContent(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); player = new PlayerSprite( Game.Content.Load<Texture2D>(@"Textures\Sprites\Player"), GameSetting.ConvertPointToVector2(GameSetting.PlayerStartPosition), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap ); // Roam Guard List<Point> RoamGuardsStartPointList = new List<Point>(); RoamGuardsStartPointList.Add(new Point(11, 5)); RoamGuardsStartPointList.Add(new Point(3, 5)); for (int i = 0; i < RoamGuardsStartPointList.Count; i++) { GuardSprite roamGuard = new GuardSprite( Game.Content.Load<Texture2D>(@"Textures\Sprites\GuardSupervisor"), GameSetting.ConvertPointToVector2(RoamGuardsStartPointList[i]), //position GameSetting.GuardSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap, this, new List<String>(), false ); GuardsList.Add(roamGuard); } // Patrol Guards List<List<String>> PatrolGuardsPathList = new List<List<String>>(); List<Point> PatrolGuardsStartPointList = new List<Point>(); List<String> PatrolPathList_1 = new List<String>(); PatrolPathList_1.Add("D4"); PatrolPathList_1.Add("R6"); PatrolPathList_1.Add("U4"); PatrolGuardsPathList.Add(PatrolPathList_1); PatrolGuardsStartPointList.Add(new Point(1, 1)); List<String> PatrolPathList_2 = new List<String>(); PatrolPathList_2.Add("R16"); PatrolPathList_2.Add("D1"); PatrolPathList_2.Add("L5"); PatrolGuardsPathList.Add(PatrolPathList_2); PatrolGuardsStartPointList.Add(new Point(11, 4)); for (int i = 0; i < PatrolGuardsPathList.Count; i++) { GuardSprite patrolGuard = new GuardSprite( Game.Content.Load<Texture2D>(@"Textures\Sprites\Guard"), GameSetting.ConvertPointToVector2(PatrolGuardsStartPointList[i]), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap, this, PatrolGuardsPathList[i], true ); GuardsList.Add(patrolGuard); } base.LoadContent(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(Game.GraphicsDevice); player = new PlayerSprite( Game.Content.Load<Texture2D>(@"Textures\Sprites\Player"), GameSetting.PointToVector2(GameSetting.PlayerStartPosition), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap ); guard = new GuardSprite( Game.Content.Load<Texture2D>(@"Textures\Sprites\Guard"), new Vector2(30 * 22, 30 * 4), //position GameSetting.PlayerSpeed, GameSetting.TileSize, // dimensions new Point(1, 1), // sheet size gameMap, this ); base.LoadContent(); }