/// <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); MazeOptions options = new MazeOptions( new Vector2(1, 3), 23, 16, Content.Load <Texture2D>("Textures/Objects/SoftProDollar")); _maze = new Maze(graphics.GraphicsDevice, options); MazeRunnerOptions runnerOptions = new MazeRunnerOptions( _maze, Content.Load <Texture2D>("Textures/Players/John/CloseupSmall"), Content.Load <SoundEffect>("Audio/Effects/SoftProDollarCollected"), 100); _runner = new MazeRunner(this, runnerOptions); _boss = new MazeBoss( Content.Load <Texture2D>("Textures/Objects/Boss"), new Vector2(0, 0), new Vector2(800, 0), new TimeSpan(0, 1, 0), Content.Load <Texture2D>("Textures/Objects/ConferenceRoom")); }
/// <summary> /// Initializes a new instance of the <see cref="Maze"/> class. /// </summary> /// <param name="device">The device.</param> /// <param name="width">The width.</param> /// <param name="height">The height.</param> public Maze(GraphicsDevice device, MazeOptions options) { _texture = new Texture2D(device, 1, 1); _texture.SetData <Color>(new Color[] { options.WallColor }); _device = device; _dollarTexture = options.DollarTexture; _height = options.Height; _width = options.Width; _cellSize = options.CellSize; _cellWallWidth = options.CellWallWidth; _startingVector = options.StartingVector; GenerateMaze(); }