protected Level( ContentManager contentManager, LevelManager.Levels level ) { m_contentManager = contentManager; m_levelEnum = level; m_levelRectangle = Rectangle.Empty; m_levelMap = new TileMap(); }
public void LoadContent(ContentManager content) { //init player m_player = new PlayerSprite(content.Load<Texture2D>("MonoGameContent/Sprites/MarioSprite"), new Vector2(0.0f, 0.0f)); //init camera m_playerCamera = new PlayerCamera(Main.Instance.GraphicsDevice.Viewport, 1.0f); m_levelManager = new LevelManager(LevelManager.Levels.JungTown, new JungTown()); //after everything has been loaded in, we initialize our partition trees, and send them to the current level to be populated m_drawTree = new QuadPartitionTree<IPartitionNode>(m_levelManager.LevelRectangle); m_collisionTree = new QuadPartitionTree<IPartitionNode>(m_levelManager.LevelRectangle); //load elements into partition trees PopulateTrees(); //Set the graphics rectangle m_graphicsRectangle = new Rectangle((int)m_player.Center.X - VIEWPORTWIDTH, (int)m_player.Center.Y - VIEWPORTHEIGHT, VIEWPORTWIDTH * 2, VIEWPORTHEIGHT * 2); }