public CollisionObjectBin(SpriteSpriteCollisionManager collisionManager, int gridCoordX, int gridCoordY) { this.listOfCollideableObjects = new List<ISpriteCollideable>(); this.refCollisionManager = collisionManager; this.hasMultipleObjects = false; this.xCoordInGrid = gridCoordX; this.yCoordInGrid = gridCoordY; }
/// <summary> /// Create an empty world. /// </summary> /// <param name="parentScreen">The screen this world will be updated in.</param> public World(Screen parentScreen, Player player) : base(parentScreen) { this.worldObjects = new List<WorldObject>(); this.player = player; ParentScreen.Components.Add(player); this.interactiveLayers = new Dictionary<int, TileMapLayer>(); this.parallaxLayers = new Dictionary<int, TileMapLayer>(); batchService = (ISpriteBatchService)this.Game.Services.GetService(typeof(ISpriteBatchService)); otherMaps = new List<TileMap>(); //Set up Sound systems audioEngine = new AudioEngine("Content\\System\\Sounds\\Win\\SoundFX.xgs"); soundBank = new SoundBank(audioEngine, "Content\\System\\Sounds\\Win\\GameSoundBank.xsb"); waveBank = new WaveBank(audioEngine, "Content\\System\\Sounds\\Win\\GameWavs.xwb"); // Set up our collision systems: spriteCollisionManager = new SpriteSpriteCollisionManager(this.Game, batchService, 40, 40); ParentScreen.Components.Add(spriteCollisionManager); bgm = this.Game.Content.Load<Song>("System\\Music\\DesertBGM"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(bgm); LoadCtorInfos(); }
/// <summary> /// Load a world from an XML file. /// </summary> /// <param name="parentScreen">The screen this world will be updated in.</param> /// <param name="fileName">The name of the XML file that contains this World's information.</param> public World(Screen parentScreen, string fileName) : base(parentScreen) { this.worldObjects = new List<WorldObject>(); this.interactiveLayers = new Dictionary<int, TileMapLayer>(); this.parallaxLayers = new Dictionary<int, TileMapLayer>(); batchService = (ISpriteBatchService)this.Game.Services.GetService(typeof(ISpriteBatchService)); otherMaps = new List<TileMap>(); // Set up our collision systems: spriteCollisionManager = new SpriteSpriteCollisionManager(this.Game, batchService, 40, 40); ParentScreen.Components.Add(spriteCollisionManager); //Set up Sound systems audioEngine = new AudioEngine("Content\\System\\Sounds\\SoundFX.xgs"); soundBank = new SoundBank(audioEngine, "Content\\System\\Sounds\\GameSoundBank.xsb"); waveBank = new WaveBank(audioEngine, "Content\\System\\Sounds\\GameWavs.xwb"); bgm = this.Game.Content.Load<Song>("System\\Music\\DesertBGM"); MediaPlayer.IsRepeating = true; MediaPlayer.Play(bgm); // The spritebatch to be used when creating all of our worldObjects: spriteBatch = batchService.GetSpriteBatch(Character.SpriteBatchName); LoadCtorInfos(); // Load the contents of the world from the specified XML file: LoadWorldXmlFile(fileName); }