public void LoadContent(string spriteSet) { //Load animations. spriteSet = "Sprites/" + spriteSet + "/"; this.runAnimation = new Animation(this.Level.Content.Load<Texture2D>(spriteSet + "Run monster A"), 0.1f, true); this.idleAnimation = new Animation(this.Level.Content.Load<Texture2D>(spriteSet + "Idle monster A"), 0.15f, true); this.dieAnimation = new Animation(this.Level.Content.Load<Texture2D>(spriteSet + "Die monster A"), 0.07f, false); this.sprite.PlayAnimation(idleAnimation); //Load sounds. this.killedSound = this.Level.Content.Load<SoundEffect>("Sounds/Horse grunt 1"); //Calculate bounds within texture size. int width = (int)(this.idleAnimation.FrameWidth * 0.35); int left = (this.idleAnimation.FrameWidth - width) / 2; int height = (int)(this.idleAnimation.FrameWidth * 0.7); int top = this.idleAnimation.FrameHeight - height; this.localBounds = new Rectangle(left, top, width, height); }
/// Loads the player sprite sheet and sounds. public void LoadContent() { // Load animated textures. idleAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/mysprites/idle2"), 0.1f, true); runAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/mysprites/walk2"), 0.1f, true); jumpAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/mysprites/Jump2"), 0.1f, false); celebrateAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/mysprites/idle2"), 0.1f, false); dieAnimation = new Animation(Level.Content.Load<Texture2D>("Sprites/mysprites/damage2"), 0.1f, false); attackAnimation = new Animation(level.Content.Load<Texture2D>("Sprites/mysprites/attack2"), 0.1f, false); // Calculate bounds within texture size. int width = (int)(idleAnimation.FrameWidth * 0.4); int left = (idleAnimation.FrameWidth - width) / 2; int height = (int)(idleAnimation.FrameWidth * 0.8); int top = idleAnimation.FrameHeight - height; localBounds = new Rectangle(left, top, width, height); // Load sounds. killedSound = Level.Content.Load<SoundEffect>("Sounds/Horse grunt 3"); jumpSound = Level.Content.Load<SoundEffect>("Sounds/Grunt"); fallSound = Level.Content.Load<SoundEffect>("Sounds/Grunt"); }