public void LoadContent(ContentManager Content, World world,PhysicsScene phy) { this.world = world; parse.LoadContent(Content); map = parse.dynMap(); for (int i = 0; i <= map.GetLength(0) - 1; i++) { if (map[i,0] == 1) //PLATEFORME { MovingPlatforme mov = new MovingPlatforme(); mov.LoadContent(world, new Vector2(map[i,3], map[i, 4]), new Vector2(map[i, 1], map[i, 2]),Content,mondico[map[i,8]],(PlatformeDirection)map[i,5], map[i, 6], map[i,7]); listMov.Add(mov); }else if (map[i, 0] == 2){ //ENEMIE Enemy en = new Enemy(); en.LoadContent(world, Content, new Vector2(map[i, 1], map[i, 2]),phy); listEnnemy.Add(en); } else if (map[i, 0] == 3) { //BOSS boss.LoadContent(Content, world, new Vector2(map[i, 1], map[i, 2]), new Vector2(map[i, 3], map[i, 4])); } } }
public override void LoadContent(World world, ContentManager content, Vector2 position, PhysicsScene physicsScene) { base.LoadContent(world, content, position, physicsScene); Vector2 size = this.size * sizeRatio; CircleShape circle1 = new CircleShape(0.1f, 1f); CircleShape circle2 = new CircleShape(0.1f, 1f); CircleShape circle3 = new CircleShape(0.1f, 1f); CircleShape circle4 = new CircleShape(0.1f, 1f); circle1.Position = new Vector2(-((size.X / 2) + 0.2f), (size.Y + 0.1f) / 2); circle2.Position = new Vector2((size.X / 2) + 0.2f, (size.Y + 0.1f) / 2); circle3.Position = new Vector2(-((size.X / 2) + 0.2f), (size.Y - 0.3f) / 2); circle4.Position = new Vector2((size.X / 2) + 0.2f, (size.Y - 0.3f) / 2); sensors[0] = body.CreateFixture(circle1, (int)-(100 + id)); sensors[1] = body.CreateFixture(circle2, (int)-(200 + id)); sensors[2] = body.CreateFixture(circle3, (int)-(300 + id)); sensors[3] = body.CreateFixture(circle4, (int)-(400 + id)); sensors[0].IsSensor = true; sensors[1].IsSensor = true; sensors[2].IsSensor = true; sensors[3].IsSensor = true; }
public void LoadContent(PhysicsScene scene , ContentManager Content) { this.scene = scene; this.Content = Content; }
public virtual void LoadContent(World world, ContentManager content, Vector2 position, PhysicsScene physicsScene) { SetSize(); this.physicsScene = physicsScene; Vector2 size = this.size * sizeRatio; body = BodyFactory.CreateRectangle(world, size.X, size.Y - 0.1f, 1f); body.BodyType = BodyType.Dynamic; body.FixedRotation = true; body.Position = position; body.Mass = 50; dagger.LoadContent(content, world, new Vector2(1, 0.5f), this.GetPositionFromBody(), "Graphics/lame_hitbox"); CircleShape circle1 = new CircleShape(0.1f, 1f); CircleShape circle2 = new CircleShape(0.1f, 1f); CircleShape circle3 = new CircleShape(0.1f, 1f); CircleShape circle4 = new CircleShape(0.1f, 1f); CircleShape circle5 = new CircleShape(0.1f, 1f); CircleShape circle6 = new CircleShape(0.1f, 1f); CircleShape circle7 = new CircleShape(0.1f, 1f); CircleShape circle8 = new CircleShape(0.1f, 1f); CircleShape circle9 = new CircleShape(0.1f, 1f); CircleShape circle10 = new CircleShape(0.1f, 1f); CircleShape circle11 = new CircleShape(0.1f, 1f); CircleShape circle12 = new CircleShape(0.1f, 1f); CircleShape circle13 = new CircleShape(0.1f, 1f); circle1.Position = new Vector2(-((size.X / 2) - 0.2f), (size.Y - 0.1f) / 2); circle2.Position = new Vector2(0, (size.Y - 0.1f) / 2); circle3.Position = new Vector2((size.X / 2) - 0.2f, (size.Y - 0.1f) / 2); circle4.Position = new Vector2(-size.X / 2, -(size.Y - 0.1f) / 2); circle5.Position = new Vector2(-size.X / 2, (size.Y - 0.1f) / 2); circle6.Position = new Vector2(-size.X / 2, 0); circle7.Position = new Vector2(size.X / 2, -(size.Y - 0.1f) / 2); circle8.Position = new Vector2(size.X / 2, (size.Y - 0.1f) / 2); circle9.Position = new Vector2(size.X / 2, 0); circle10.Position = new Vector2(size.X / 2, -(size.Y - 0.1f) / 4); circle11.Position = new Vector2(size.X / 2, (size.Y - 0.1f) / 4); circle12.Position = new Vector2(-size.X / 2, -(size.Y - 0.1f) / 4); circle13.Position = new Vector2(-size.X / 2, (size.Y - 0.1f) / 4); feet[0] = body.CreateFixture(circle1); feet[1] = body.CreateFixture(circle2); feet[2] = body.CreateFixture(circle3); bumpers[0] = body.CreateFixture(circle4); bumpers[1] = body.CreateFixture(circle5); bumpers[2] = body.CreateFixture(circle6); bumpers[3] = body.CreateFixture(circle7); bumpers[4] = body.CreateFixture(circle8); bumpers[5] = body.CreateFixture(circle9); bumpers[6] = body.CreateFixture(circle10); bumpers[7] = body.CreateFixture(circle11); bumpers[8] = body.CreateFixture(circle12); bumpers[9] = body.CreateFixture(circle13); directionRegard = DirectionEnum.RIGHT; SetIDS(); LoadAnimation(content); }