// Store some information about the sprite's motion. /// <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); redCheckAnimated.Load(Content, "rCheckAnimated", Frames, FramesPerSec); rCheck = Content.Load <Texture2D>("rChecker"); wCheck = Content.Load <Texture2D>("wChecker"); rKing = Content.Load <Texture2D>("rKing"); wKing = Content.Load <Texture2D>("wKing"); rKing_H = Content.Load <Texture2D>("rKingHighlight"); wKing_H = Content.Load <Texture2D>("wKingHighlight"); rCheck_H = Content.Load <Texture2D>("rCheckerHighlight"); wCheck_H = Content.Load <Texture2D>("wCheckerHighlight"); background = Content.Load <Texture2D>("board"); mainframe = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); //for (int i = 0; i < 12; i++) // redCheckers[i] = Content.Load<Texture2D>("rChecker"); // TODO: use this.Content to load your game content here }
public Enemy(Vector2 enemyPosition) { Position = enemyPosition; initialPosition = enemyPosition; previousPosition = enemyPosition; initialDirection = DirectionMap.DIRECTION_VECTORS[Direction.Down]; MovementDirection = initialDirection; scream = PedestrianGame.Instance.Content.Load <SoundEffect>("Audio/scream"); frontSprite = new AnimatedTexture(); var frontAsset = PedestrianGame.Instance.Content.Load <Texture2D>("gremlin16bit02"); frontSprite.Load(frontAsset, 2, 60); leftSprite = new AnimatedTexture(); var leftAsset = PedestrianGame.Instance.Content.Load <Texture2D>("gremlin16bit-left01"); leftSprite.Load(leftAsset, 2, 60); rightSprite = new AnimatedTexture(); var rightAsset = PedestrianGame.Instance.Content.Load <Texture2D>("gremlin16bit-right01"); rightSprite.Load(rightAsset, 2, 60); currentSprite = frontSprite; // Collides only with default and not other collider types Collider = new BoxCollider(ColliderCategory.Default, ColliderCategory.Default | ColliderCategory.GameBounds) { Position = enemyPosition, Width = frontSprite.FrameWidth - 3, Height = frontSprite.FrameHeight - 1, OnCollisionEntered = OnCollisionEntered }; }