public void RedrawGame() { UpdatePlayerMoves(); UpdateBoxMoves(); this.objectLayer.Children.Clear(); this.objectLayer.Children.Add(GameObjectLayer.ShowGrid()); }
public CollisionScene() { // Create the background layer and add it to the scene var backgroundLayer = new BackgroundLayer(); AddChild(backgroundLayer); // Create the game object layer and add it to the scene var gameObjectLayer = new GameObjectLayer(); AddChild(gameObjectLayer); }
/// <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); // Create a new SpriteBox. Global.spriteBox = new SpriteBox(); cursor = Content.Load <Texture2D>("MouseCursor"); SoundEffect se = Content.Load <SoundEffect>("Town-of-Forgotten-Souls"); // Create layers. FileStream fs = (FileStream)TitleContainer.OpenStream("Content/Tilemaps/tilemap1.tm"); GameObjectLayer GOLayer = new GameObjectLayer("GameObjectLayer"); GUILayer guiLayer = new GUILayer("GUILayer"); Tilemap tm = new Tilemap("tilemap1", fs); EffectLayer bottomEffectLayer = new EffectLayer("BottomEffectLayer", true); EffectLayer topEffectLayer = new EffectLayer("TopEffectLayer"); // Add layers to world. The order is important. Global.world.AddLayers(tm, GOLayer, bottomEffectLayer, guiLayer, topEffectLayer); GOLayer.elements.Add(Player.GetPlayer(100, 100)); GOLayer.elements.Add(new Boundary(300, 300)); GOLayer.elements.Add(new Lantern(200, 200)); List <Enemy> enemyFrontList = new List <Enemy>(); List <Enemy> enemyBehindList = new List <Enemy>(); enemyFrontList.Add(new Goul()); GOLayer.elements.Add(new EnemySoul(400, 400, new Combat(enemyFrontList, enemyBehindList))); Global.soulBox = new SoulBox(); Hero1 hero = new Hero1(FighterState.Front); Hero2 hero2 = new Hero2(FighterState.Front); Ring1 ring1 = new Ring1(); Global.world.GetPlayer().AddHero(hero); Global.world.GetPlayer().AddHero(hero2); Global.world.GetPlayer().AddItem(ring1); ChangeState(new ExploreState()); }