protected override void LoadContent() { sprites = new LinkedList<FTexture2D>(); spriteBatch = new SpriteBatch(GraphicsDevice); game_camera = new FCamera(spriteBatch, 0, 0, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height/12*9, 16, 9); player_one = new FActor(new Vector3(1, 1, 0)); player_one_inventory = new FInventory(player_one); createTestBits(); }
public void createTestBits() { current_map = new FMap(20, 20); player_one.texture_index = 0; player_one.max_hit_points = 50; player_one.hit_points = 50; sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("grass"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("darkwood"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("wood"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("dirt"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("invstone"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("ItemCase"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("Item_fireflask"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("Item_frostflask"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("frost_effect"), 64, 64, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("healthbottle_back"), 128, 192, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("healthbottle_front"), 128, 192, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("healthbottle_liquid"), 128, 192, 0, 0)); sprites.AddLast(new FTexture2D(Content.Load<Texture2D>("tree"), 128, 192, 0, 0)); inv_camera = new FCamera(spriteBatch, 0, graphics.GraphicsDevice.Viewport.Height / 12 * 9, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height / 12 * 3, 16, 3); inv_tiles = new FTile[16, 3]; for (int x = 0; x < 16; x++) { for(int y = 0; y < 3; y++) { inv_tiles[x, y] = new FTile(2, false); } } inv_tiles[9, 1].setSpriteIndex(5); inv_tiles[11, 1].setSpriteIndex(5); inv_tiles[10, 0].setSpriteIndex(5); inv_tiles[10, 2].setSpriteIndex(5); inventory = new FInventory(player_one); inventory.bag[0] = new FItem(6); inventory.bag[1] = new FItem(7); inventory.bag_item_selected = 0; inventory.setSlot(0) ; inventory.bag_item_selected = 1; inventory.setSlot(1); }