protected Sprite[,] ability_ActorSprites; //2D array, Ability X ActorSprite /// <summary> /// Sets up the ActorTextureHolder, creating all contained sprites. /// </summary> /// <param name="manager">Main game class's ContentManager, for loading in the data.</param> /// <returns>The ATH created to store the sprites.</returns> public static ActorTextureHolder makeHolder(GraphicsDevice graphics) { return ATholder = new ActorTextureHolder(graphics); }
/// <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); ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml"); ActorHolder = ActorTextureHolder.makeHolder(GraphicsDevice); CombatHolder = CombatTextureHolder.makeHolder(GraphicsDevice); EnviroHolder = EnvironmentTextureHolder.makeHolder(GraphicsDevice); InterfaceHolder = InterfaceTextureHolder.makeHolder(Content, GraphicsDevice); currentLevelGrid = Level.loadLevelXML("Content\\XMLs\\level.xml").LevelGrid; GUIMan = GUIManager.MakeManager(); changeState(GameState.Gameplay_Combat); //currentLevelGrid = thing.SimpleLevelGrid; IsMouseVisible = true; changeState(GameState.Gameplay_Combat); //HexagonWidth = hex.Width; // TODO: use this.Content to load your game content here }
protected Sprite[,] ability_ActorSprites; //2D array, Ability X ActorSprite /// <summary> /// Sets up the ActorTextureHolder, creating all contained sprites. /// </summary> /// <param name="manager">Main game class's ContentManager, for loading in the data.</param> /// <returns>The ATH created to store the sprites.</returns> public static ActorTextureHolder makeHolder(GraphicsDevice graphics) { return(ATholder = new ActorTextureHolder(graphics)); }