public Roadmap(Game1 game,GraphicsDeviceManager graphicDevice,SpriteBatch spriteBatch,Texture2D texture,Scenario scenario, int numberOfSample, int depth, float agentTextureWidth, float agentTextureHeight) : base(game) { this.game = game; this.graphicDevice = graphicDevice; this.spriteBatch = spriteBatch; this.texture = texture; this.scenario = scenario; this.numberOfSample = numberOfSample; this.depth = depth; this.agentTextureWidth = agentTextureWidth; this.agentTextureHeight = agentTextureHeight; displayWidth = graphicDevice.PreferredBackBufferWidth; displayHeight = graphicDevice.PreferredBackBufferHeight; fillSampleListRandom(samplingMethod); if(depth != 0) connectConfiguration(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("myFont"); t = Content.Load<Texture2D>("Square"); obstacleTexture = Content.Load<Texture2D>("randomPosition"); scenario = new Scenario(this, spriteBatch, t, "DuzDarBogaz"); roadmap = new Roadmap(this, graphics, spriteBatch, t, scenario, 100, 5, 20, 60); dijsktra = new Dijkstra(roadmap); agent = new Agent(this, spriteBatch, t, 0, 0, 20, 60, 0.0F, Color.Yellow,dijsktra,"deneme"); roadmap.Enabled = true; agent.Enabled = true; this.Components.Add(agent); this.Components.Add(roadmap); // TODO: use this.Content to load your game content here }