Пример #1
0
        /// <summary>
        /// Creates all the sprites for this Hero, based on the TextureHolder class.
        /// </summary>
        protected override void populateSpriteList()
        {   //Adapt the TextureHolder.ActorImageTypes enumerator to change the values here. Hard coded there, don't do it here.
            ActorTextureHolder holder = ActorTextureHolder.Holder;
            int index = (int)ConstantHolder.ActorImageTypes.BaseActor2;

            actorSprites.Add(holder.MainSprites[index].copySprite());
            minimapSprites.Add(holder.MinimapSprites[index].copySprite());
            portrait = holder.PortraitSprites[index].copySprite();
        }
Пример #2
0
        public Hero(int classID, int level, int[] abilityIndices, int skinIndex, Vector2 GridPosition)
        {
            effects           = new List <AbilityEffect>();
            this.gridPosition = GridPosition;
            ActorTextureHolder holder = ActorTextureHolder.Holder;

            actorSprites.Add(holder.MainSprites[skinIndex].copySprite());
            minimapSprites.Add(holder.MinimapSprites[skinIndex].copySprite());
            portrait = holder.PortraitSprites[skinIndex].copySprite();
        }
 /// <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);
     ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml");
     ActorTextureHolder.makeHolder(GraphicsDevice);
     EnvironmentTextureHolder.makeHolder(GraphicsDevice);
     InterfaceTextureHolder.makeHolder(Content, GraphicsDevice);
     Controls.Initialize();
     // TODO: use this.Content to load your game content here
 }
Пример #4
0
 /// <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);
     ConstantHolder.textureLoader = TextureListXML.loadTextureXMLs("Content\\XMLs\\Textures\\Textures.xml");
     ActorHolder      = ActorTextureHolder.makeHolder(GraphicsDevice);
     CombatHolder     = CombatTextureHolder.makeHolder(GraphicsDevice);
     EnviroHolder     = EnvironmentTextureHolder.makeHolder(GraphicsDevice);
     InterfaceHolder  = InterfaceTextureHolder.makeHolder(Content, GraphicsDevice);
     currentLevelGrid = Level.loadLevelXML("Content\\XMLs\\level.xml").LevelGrid;
     GUIMan           = GUIManager.MakeManager();
     changeState(GameState.Gameplay_Combat);
     //currentLevelGrid = thing.SimpleLevelGrid;
     IsMouseVisible = true;
     changeState(GameState.Gameplay_Combat);
     //HexagonWidth = hex.Width;
     // TODO: use this.Content to load your game content here
 }