protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); float width = GraphicsDevice.Viewport.Width; float height = GraphicsDevice.Viewport.Height; Texture2D spritesheet = Content.Load<Texture2D>("Test/spritesheet"); TextureRegion.CreateFromSheet(out TextureRegion[] right, spritesheet, 34, 34, new Point(0, 0), new Point(1, 0), new Point(2, 0), new Point(3, 0), new Point(4, 0)); Animation<TextureRegion> loop = new Animation<TextureRegion>(right, 0.2f, Animation<TextureRegion>.PlaybackMode.NormalLoop); Animation<TextureRegion> revLopp = new Animation<TextureRegion>(right, 0.2f, Animation<TextureRegion>.PlaybackMode.ReversedLoop); Animation<TextureRegion> pingPong = new Animation<TextureRegion>(right, 0.2f, Animation<TextureRegion>.PlaybackMode.PingPongLoop); Actor loopActor = stage.CreateActor(0); loopActor.AddComponent<Transform2>().LocalPosition = new Vector2(width * 0.25f, height * 0.5f); loopActor.AddComponent<AnimatedTextureRegionComponent>().Set(loop); Actor revLoopActor = stage.CreateActor(0); revLoopActor.AddComponent<Transform2>().LocalPosition = new Vector2(width * 0.5f, height * 0.5f); revLoopActor.AddComponent<AnimatedTextureRegionComponent>().Set(revLopp); Actor pingPongActor = stage.CreateActor(0); pingPongActor.AddComponent<Transform2>().LocalPosition = new Vector2(width * 0.75f, height * 0.5f); pingPongActor.AddComponent<AnimatedTextureRegionComponent>().Set(pingPong); Texture2D testingLayers = Content.Load<Texture2D>("Test/testingLayers"); TextureRegion[] layerRegions = TextureRegion.CreateAllFromSheet(testingLayers, 20, 20); MyraEnvironment.Game = this; stage.CreateActor(0).AddComponent<CameraTestComponent>().camera = camera; }
private void LoadAll() { TextureRegion[] loadedRegions = TextureRegion.CreateAllFromSheet(content.Load <Texture2D>("Assets/guns"), 32, 15); gunRegions = new Fast2DArray <TextureRegion>(3, 6); for (int i = 0; i < loadedRegions.Length; i++) { gunRegions.Set(loadedRegions[i], i % 3, i / 6); } playerWalk = TextureRegion.CreateAllFromSheet(content.Load <Texture2D>("Assets/catWalk"), 18, 30); playerIdle = TextureRegion.CreateAllFromSheet(content.Load <Texture2D>("Assets/catIdle"), 18, 30); bulletTex = new TextureRegion(content.Load <Texture2D>("Assets/bullet"), 0, 0, 10, 10); }
protected override void LoadContent() { base.LoadContent(); float width = GraphicsDevice.Viewport.Width; float height = GraphicsDevice.Viewport.Height; Texture2D testingLayers = Content.Load <Texture2D>("Test/testingLayers"); TextureRegion[] layerRegions = TextureRegion.CreateAllFromSheet(testingLayers, 20, 20); for (int i = 0; i < 5; i++) { Actor physActor = stage.CreateActor(0); Transform2 physTrans = physActor.AddComponent <Transform2>(); physTrans.WorldPosition = new Vector2(300, height * 0.2f * i); physTrans.LocalScale = new Vector2(1f, 1f); physActor.AddComponent <Rigidbody>().velocity = new Vector2(20 * i, 0); physActor.AddComponent <DrawTextureRegionComponent>().region = layerRegions[i]; physActor.GetComponent <Rigidbody>().height = layerRegions[0].sourceRectangle.Height; physActor.GetComponent <Rigidbody>().width = layerRegions[0].sourceRectangle.Width; physActor.GetComponent <Rigidbody>().isSquare = true; } Actor triggerBox = stage.CreateActor(0); Transform2 triggerTrans = triggerBox.AddComponent <Transform2>(); triggerTrans.WorldPosition = new Vector2(300, height * 0.6f); triggerBox.AddComponent <DrawTextureRegionComponent>().region = layerRegions[0]; Rigidbody body = triggerBox.AddComponent <Rigidbody>(); body.width = layerRegions[0].sourceRectangle.Width; body.height = layerRegions[0].sourceRectangle.Height; body.isTrigger = true; body.isStatic = true; triggerBox.AddComponent <TriggerTest>(); }