public void LoadMapFromXML(string mapName) { //Add map tiles this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset1", 8, 8, 32, 32)); this.TileSets.Add(new TileSet(baseGame, @"TileSheets\tileset2", 8, 8, 32, 32)); //Add enemies for (int i = 0; i < 30; i++) { Entity enemyEntity = new Entity(baseGame, "wizard", Gender.Male, EntityType.Monster, EntityClassManager.GetClasses()["Wizard"], EntityRaceManager.GetRaces()["Human"]); enemyEntity.Inventory.Add(ItemManager.GetItems()["Apprentice's Wand"]); EnemyInformation e = new EnemyInformation("wizard", enemyEntity); e.SpriteIdleDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleDown", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right); e.SpriteIdleUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleUp", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right); e.SpriteIdleRight = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleRight", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right); e.SpriteIdleLeft = new SpriteSheet("SpriteSheets/Enemy/RedWizard/IdleLeft", new Point(0, 0), new Point(50, 50), new Point(1, 1), SpriteDirection.Right); e.SpriteWalk = new SpriteSheet("SpriteSheets/Enemy/RedWizard/Walk", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right); e.SpriteWalkUp = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkUp", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right); e.SpriteWalkDown = new SpriteSheet("SpriteSheets/Enemy/RedWizard/WalkDown", new Point(0, 0), new Point(50, 50), new Point(2, 1), SpriteDirection.Right); Enemies.Add(e); } //Add bosses here //Add number of enemies here }
public void Create(EnemyInformation enemyInfo, Vector2 enemyPosition) { Entity = enemyInfo.Entity; position = enemyPosition; enemySprite = new MultiSprite(position, 70); enemySprite.States.Add(State.IdleDown.ToString(), enemyInfo.SpriteIdleDown); enemySprite.States.Add(State.IdleUp.ToString(), enemyInfo.SpriteIdleUp); enemySprite.States.Add(State.IdleRight.ToString(), enemyInfo.SpriteIdleRight); enemySprite.States.Add(State.IdleLeft.ToString(), enemyInfo.SpriteIdleLeft); enemySprite.States.Add(State.Walk.ToString(), enemyInfo.SpriteWalk); enemySprite.States.Add(State.WalkUp.ToString(), enemyInfo.SpriteWalkUp); enemySprite.States.Add(State.WalkDown.ToString(), enemyInfo.SpriteWalkDown); //multiSprite.States.Add(State.Attack.ToString(), ); enemySprite.CurrentState = State.IdleDown.ToString(); }