public override void LoadContent(Player player, MapBase theMap) { base.LoadContent(player, theMap); player.MapBoundry = MapBoundry; MapTiles = new DungeonTiles(Game1.Textures["dungeonTiles"]); datasource = new TileLayoutDataSource(@"Map\Dungeon1TileLayout.csv", MapTiles); datasource.LoadContent(); Texture2D playerTexture = Game1.Textures["player"]; textBox = new TextBox(Game1.gameFont, Game1.Textures["textBox"]); testCharacter = new Enemy(Game1.Textures["blackKnight"], new Vector2(175, 350), theMap, MapBoundry); enemy2 = new Enemy(Game1.Textures["blackKnight"], new Vector2(550, 350), theMap, MapBoundry); basicSword = new Sword("Basic Sword", Game1.Textures["sword"], new Vector2(200, 300), ItemType.Weapon, true); swordChest = new Chest(basicSword, new Vector2(400, 200), Game1.Textures["chest"]); MovingElements.Add(player); MovingElements.Add(testCharacter); MovingElements.Add(enemy2); ImmovableObjects.AddRange(datasource.GetCollisionTiles()); ImmovableObjects.Add(swordChest); ItemsAvailable.Add(basicSword); }
public virtual void LoadContent(Player player, Player2 player2, MapBase currentMap) { userPlayer = player; userPlayer2 = player2; }
public virtual void LoadContent(Player player, MapBase theMap) { userPlayer = player; }
/// <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); Textures.Add("player", Content.Load<Texture2D>(@"images/Hero Sprite Sheet")); Textures.Add("inventory", Content.Load<Texture2D>(@"images/Inventory")); Textures.Add("sword", Content.Load<Texture2D>(@"images/Sword")); Textures.Add("blackKnight", Content.Load<Texture2D>(@"images/Black Knight Sheet")); Textures.Add("mario", Content.Load<Texture2D>(@"images/Mario")); Textures.Add("tiles", Content.Load<Texture2D>(@"images/Tiles")); Textures.Add("dungeonTiles", Content.Load<Texture2D>(@"images/DungeonTiles")); Textures.Add("textBox", Content.Load<Texture2D>(@"images/TextBox")); Textures.Add("chest", Content.Load<Texture2D>(@"images/Chest")); Textures.Add("heartFull", Content.Load<Texture2D>(@"images/Heart Full")); Textures.Add("heartHalf",Content.Load<Texture2D>(@"images/Heart Half")); Textures.Add("heartEmpty", Content.Load<Texture2D>(@"images/Heart Empty")); gameFont = Content.Load<SpriteFont>(@"font\gameFont"); currentMap = new Dungeon1(spriteBatch, new Rectangle(156, 116, Window.ClientBounds.Width, Window.ClientBounds.Height)); userPlayer = new Player(Textures["player"], new Vector2(0, 0), Textures["inventory"], gameFont, currentMap); currentMap.LoadContent(userPlayer,currentMap); //testCharacter = new Enemy(playerTexture, new Vector2(100, 100)); //basicSword = new Sword("Basic Sword", Textures["sword"], new Vector2(200, 50), ItemType.Weapon); //movingElements.Add(userPlayer); //movingElements.Add(testCharacter); //itemsAvailable.Add(basicSword); }