public void Draw(SpriteBatch spriteBatch, int points, int coins, int zone, int level, int time, WorldState state) { spriteBatch.Begin(); spriteBatch.DrawString(Fonts.CourierNew, "Mario", marioPos, Color.White); String strPoints = points.ToString().PadLeft(6, '0'); spriteBatch.DrawString(Fonts.CourierNew, strPoints, pointsPos, Color.White); StaticSprite coin = new StaticSprite(Textures.Coin); coin.Draw(spriteBatch, coinPos, Color.White, 1.5f, true); String strCoins = "x" + coins.ToString().PadLeft(2, '0'); spriteBatch.DrawString(Fonts.CourierNew, strCoins, coinsPos, Color.White); spriteBatch.DrawString(Fonts.CourierNew, "World", worldPos, Color.White); String strLevel = zone.ToString() + "-" + level.ToString(); spriteBatch.DrawString(Fonts.CourierNew, strLevel, levelPos, Color.White); spriteBatch.DrawString(Fonts.CourierNew, "Time", timePos, Color.White); String strTimeLeft = (time / 30).ToString().PadLeft(3, '0'); spriteBatch.DrawString(Fonts.CourierNew, strTimeLeft, timeLeftPos, Color.White); if (state == WorldState.PAUSED) { spriteBatch.DrawString(Fonts.CourierNew, "Paused", pausedPos, Color.White); } spriteBatch.End(); }
protected override void LoadContent() { _textures = new Texture2DCache(typeof(Textures)); _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); _child1 = StaticSprite.Acquire(_textures[(int)Textures.ColoredRect], new Vector2(100, 100)); _child1.LayerDepth = 1; _child2 = StaticSprite.Acquire(_textures[(int)Textures.GrayRect], new Vector2(25, 50)); _child2.RenderingExtent.Anchor = new Vector2(250, 250); _child2.LayerDepth = 1; _markerAnchor_Blue = StaticSprite.Acquire(_textures[(int)Textures.Marker_Blue], new Vector2(4, 4)); _markerAnchor_Blue.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkCenter = new Getter <ISprite>(() => { return(_markerAnchor_Blue); }); _markerTopLeft_Red = StaticSprite.Acquire(_textures[(int)Textures.Marker_Red], new Vector2(4, 4)); _markerTopLeft_Red.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkOrigin = new Getter <ISprite>(() => { return(_markerTopLeft_Red); }); _markerCompositeAnchor_Green = StaticSprite.Acquire(_textures[(int)Textures.Marker_Green], new Vector2(4, 4)); _markerCompositeAnchor_Green.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkTopLeft = new Getter <ISprite>(() => { return(_markerCompositeAnchor_Green); }); _compositeExtent = new CompositeExtent(); _compositeExtent.Add(_child1.RenderingExtent); _compositeExtent.Add(_child2.RenderingExtent); _contentLoaded = true; }
protected override void LoadContent() { _textures = new Texture2DCache(typeof(Textures)); _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { var sprite = StaticSprite.Acquire(_textures[(int)Textures.ColoredRect]); sprite.LayerDepth = 1; sprite.RenderingExtent.Anchor = new Vector2(100 + i * 250, 100 + j * 250); _sprites.Add(sprite); } } _viewportCenter = StaticSprite.Acquire(_textures[(int)Textures.Marker_Red], new Vector2(4, 4)); _viewportCenter.LayerDepth = 0; _sprites.Add(_viewportCenter); ScreenUtility.InitGraphicsMode(800, 480, false); _viewport.ResetWithScreenSize(800, 480); _contentLoaded = true; }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { // Define the resource used as background background = new StaticSprite(cm.Load <Texture2D>("test/floor")); // Defines the Tex2D that is used to check for walls wallDef = cm.Load <Texture2D>("test/Test Room Red"); }
protected override void LoadContent() { _textures = new Texture2DCache(typeof(Textures)); _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); _markerAnchor_Blue = StaticSprite.Acquire(_textures[(int)Textures.Marker_Blue], new Vector2(4, 4)); _markerAnchor_Blue.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkCenter = new Getter <ISprite>(() => { return(_markerAnchor_Blue); }); _markerTopLeft_Red = StaticSprite.Acquire(_textures[(int)Textures.Marker_Red], new Vector2(4, 4)); _markerTopLeft_Red.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkOrigin = new Getter <ISprite>(() => { return(_markerTopLeft_Red); }); _markerCompositeAnchor_Green = StaticSprite.Acquire(_textures[(int)Textures.Marker_Green], new Vector2(4, 4)); _markerCompositeAnchor_Green.LayerDepth = 0; _renderParamsTemplate.GetTexture_MarkTopLeft = new Getter <ISprite>(() => { return(_markerCompositeAnchor_Green); }); List <Vector2> vertices = new List <Vector2>(); vertices.Add(new Vector2(100, 100)); vertices.Add(new Vector2(150, 50)); vertices.Add(new Vector2(200, 100)); vertices.Add(new Vector2(120, 120)); _polygon = new PolygonExtent(); _polygon.Reset(vertices); _polygon.ReAnchor(_polygon.ActualCenter); _contentLoaded = true; }
public void AddStaticSprite(Texture2D sprite) { if (StaticSprite == null) { StaticSprite = new StaticSprite(this, sprite); components.Add(StaticSprite); } ComponentAdded(StaticSprite); }
protected override void Load() { StaticSprite frame1 = new StaticSprite(); StaticSprite frame2 = new StaticSprite(); frame1.Load(Parent.Engine.Content, "Froggy", new Rectangle(0, 0, 34, 29)); frame1.Origin = new Vector2(17, 28); frame2.Load(Parent.Engine.Content, "Froggy", new Rectangle(34, 0, 34, 29)); frame2.Origin = new Vector2(18, 28); frame1.Scale = 2f; frame2.Scale = 2f; _sequence.Scale = 2f; _sequence.AddSprite(frame1, 0.5f); _sequence.AddSprite(frame2, 0.5f); _sequence.RepeatIndefinitely = true; _sequence.Start(); //_mask = new CircleMask(new PointFP(8, 8), 10); _mask = new AABBMask(new PointFP(-16, -32), new PointFP(16, 0)); _mask.Position = _position; Dictionary <PlatformAction, PlatformAction> cmap = new Dictionary <PlatformAction, PlatformAction>(); cmap[PlatformAction.Left] = PlatformAction.Left; cmap[PlatformAction.Right] = PlatformAction.Right; cmap[PlatformAction.Up] = PlatformAction.Up; cmap[PlatformAction.Down] = PlatformAction.Down; cmap[PlatformAction.Jump] = PlatformAction.Jump; cmap[PlatformAction.Action] = PlatformAction.Action; /*PaddleMovement<PaddleAction> behavior = new PaddleMovement<PaddleAction>(this, "player", cmap); * behavior.Origin = new Vector2(400, 200); * behavior.Range = 100; * behavior.Speed = 120; * behavior.Direction = PaddleDirection.Vertical; * AddBehavior(behavior);*/ /*PlayerPlatformMovement<PlatformAction> behavior = new PlayerPlatformMovement<PlatformAction>(this, "player", cmap); * behavior.AccelX = (FPInt)0.5; * behavior.DecelX = (FPInt)0.25; * behavior.MinVelocityX = (FPInt)(-3); * behavior.MaxVelocityX = (FPInt)3; * behavior.AccelY = (FPInt)0.4; * behavior.MinVelocityY = -12; * behavior.MaxVelocityY = 12; * behavior.AccelStateY = PlatformAccelState.Accelerate;*/ //AddBehavior(behavior); CircleMovement circle = new CircleMovement(this, new PointFP(300, 300), 150, 1); AddBehavior(circle); }
public CombatHUDPanel(LunchHourGames lhg, Player player) : base(lhg) { this.lhg = lhg; this.spriteBatch = lhg.MySpriteBatch; this.player = player; this.playerSprite = player.MyHUDSprite; this.playerName = player.MyName; this.font = lhg.SmallFont; }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Set Size")) { StaticSprite component = (StaticSprite)target; component.UpdateSize(); } }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); _textures = new Texture2DCache(typeof(Textures)); _spriteRed = StaticSprite.Acquire(_textures[(int)Textures.RectRedVertical]); _spriteRed.LayerDepth = 0; //front _spriteBlue = StaticSprite.Acquire(_textures[(int)Textures.RectBlueHorizontal]); _spriteBlue.LayerDepth = 1; //back }
public override void LoadContent(IServiceProvider services) { base.LoadContent(services); var content = (ContentManager)services.GetService(typeof(ContentManager)); var texture = content.Load <Texture2D>(@"Sprites\Chain"); var sprite = new StaticSprite(new Vector2(1.0f), texture, Name + "_Sprite"); SceneNode.Attach(sprite); }
public override void LoadContent(IServiceProvider services) { base.LoadContent(services); var content = (ContentManager)services.GetService(typeof(ContentManager)); var texture = content.Load <Texture2D>(@"Sprites\SpaceShip"); var sprite = new StaticSprite(new Vector2(2.0f, 6.0f), texture, Name + "_Sprite", new Rectangle(0, 0, 128, 386)); SceneNode.Attach(sprite); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. Statistics.Load(@"Content/settings/save.dat"); Message.DisplayTime = 5000; AiUnit.statusBarTexture = new Texture2D[] { Content.Load <Texture2D>(@"texture/ui/status_bar_bottom"), Content.Load <Texture2D>(@"texture/ui/status_bar_top") }; Building.statusBarTexture = new Texture2D[] { Content.Load <Texture2D>(@"texture/ui/status_bar_bottom"), Content.Load <Texture2D>(@"texture/ui/status_bar_top") }; BaseObject.DebugFont = Content.Load <SpriteFont>(@"fonts/debug"); spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D t_r = new Texture2D(GraphicsDevice, 1, 1); Texture2D t_g = new Texture2D(GraphicsDevice, 1, 1); Texture2D t_b = new Texture2D(GraphicsDevice, 1, 1); Color[] red = new Color[1]; Color[] green = new Color[1]; Color[] blue = new Color[1]; for (int i = 0; i < t_r.Height * t_g.Width; i++) { red[i] = new Color(255, 0, 0); green[i] = new Color(0, 255, 0); blue[i] = new Color(0, 0, 255); } t_r.SetData <Color>(red); t_g.SetData <Color>(green); t_b.SetData <Color>(blue); for (int i = 0; i < points.Count(); i++) { points[i] = new Vector2(rng.Next(0, 600), rng.Next(0, 600)); } grid = new Grid(gridSize, new Vector2(0, 0), Content.Load <Texture2D>(@"texture/tile_n"), Content.Load <Texture2D>(@"texture/tile_h"), Content.Load <Texture2D>(@"texture/tile_c"), tileSize, @"Content/buildings/buildings.txt", @"Content/UI/ui_grid_menu.txt", Content); player = new Player(t_b, new Point(1900, 50), new Texture2D[] { Content.Load <Texture2D>(@"texture/ui/healthbar_bottom"), Content.Load <Texture2D>(@"texture/ui/healthbar_top") }, Content); os = new Overseer(Content, new Texture2D[] { t_r, t_g }); architech = new Architech(Content, grid); uiMaster = new UiMaster(Content); wizard = new Wizard(Content); researcher = new Researcher(Content, rng); backdrop = new StaticSprite(new Vector2(0, 0), Content.Load <Texture2D>(@"texture/ui/backdrop2"), new Point(1920, 1080)); terrain = new StaticSprite(new Vector2(0, -5), Content.Load <Texture2D>(@"texture/terrain"), new Point(1920, 1080 - (3 * 64))); light = new StaticSprite(Vector2.Zero, Content.Load <Texture2D>(@"texture/terrainLight"), new Point(1920, 1080 - (3 * 64))); screens = new Texture2D[3]; screens[0] = Content.Load <Texture2D>(@"texture/menu_screen"); screens[1] = Content.Load <Texture2D>(@"texture/ui/guide"); screens[2] = Content.Load <Texture2D>(@"texture/end_screen"); overlay_Screen = new StaticSprite(Vector2.Zero, screens[0], new Point(1920, 1080)); update = new TimeSpan(); }
internal void Initialize() { _minimapFrame = new StaticSprite("HUD/Minimap_Frame", 1.0f, DrawLayers.HUD.Backgrounds); float mapFrameSideLength = Math.Min(Screen.Width / 4.0f, Screen.Height / 3.0f); _mapFrameScale = mapFrameSideLength / _minimapFrame.Texture.Bounds.Width; _mapFrameRect = new Rectangle(0, (int)(Screen.Height - mapFrameSideLength), (int)mapFrameSideLength, (int)mapFrameSideLength); float frameWidth = _mapFrameWidthFraction * mapFrameSideLength; _mapRect = new Rectangle((int)(_mapFrameRect.Left + frameWidth), (int)(_mapFrameRect.Top + frameWidth), (int)(_mapFrameRect.Width - 2 * frameWidth), (int)(_mapFrameRect.Height - 2 * frameWidth)); }
public void Initialize() { _weaponFrameSprite = new StaticSprite("HUD/WeaponFrame", 1.0f, DrawLayers.HUD.Backgrounds); float weaponFrameSideLength = Math.Min(Screen.Width / 4.0f, Screen.Height / 3.0f); _weaponFrameRectangle = new Rectangle((int)(Screen.Width - weaponFrameSideLength), (int)(Screen.Height - weaponFrameSideLength), (int)(weaponFrameSideLength), (int)(weaponFrameSideLength)); _ammoLocation = new Vector2(Screen.Width - 0.824f * weaponFrameSideLength, Screen.Height - 0.411f * weaponFrameSideLength); _spareRoundsLocation = new Vector2(Screen.Width - 0.824f * weaponFrameSideLength, Screen.Height - 0.201f * weaponFrameSideLength); _weaponImageRectangle = new Rectangle((int)(_weaponFrameRectangle.Left + (0.357f * weaponFrameSideLength)), (int)(_weaponFrameRectangle.Top + (0.150f * weaponFrameSideLength)), (int)(0.547f * _weaponFrameRectangle.Width), (int)(0.547f * _weaponFrameRectangle.Height)); }
protected override void LoadContent() { _textures = new Texture2DCache(typeof(Textures)); _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); _sprite = StaticSprite.Acquire(_textures[(int)Textures.ColoredRect], new Vector2(100, 100)); _sprite.LayerDepth = 1; _markerAnchor_Blue = StaticSprite.Acquire(_textures[(int)Textures.Marker_Blue], new Vector2(4, 4)); _markerAnchor_Blue.LayerDepth = 0; _markerTopLeft_Red = StaticSprite.Acquire(_textures[(int)Textures.Marker_Red], new Vector2(4, 4)); _markerTopLeft_Red.LayerDepth = 0; }
public static Bot CreateBot(BotInfo info, List <Vector> patrolPoints) { var position = info.Position.Copy(); var angle = info.Angle; var type = BotBank.GetBotTypeInfo(info.Type); var legs = new PlayerBodySprite(position, GetBitmap(type.ClothesTileMapPath), 1, 14, 27, new Size(64, 64)); var torso = new StaticSprite(GetBitmap(type.WeaponsTileMapPath), WeaponFramesId[type.Weapon.WeaponType], new Size(79, 57)); var legsContainer = new SpriteContainer(legs, position, angle); var torsoContainer = new SpriteContainer(torso, position, angle); var sightVector = new Vector(1, 0).Rotate(-angle, Vector.ZeroVector).Normalize(); return(new Bot( type.Health, type.Armor, legsContainer, torsoContainer, sightVector, new RigidCircle(position, 32, false, true), AbstractWeaponFactory.CreateGun(type.Weapon), type.DeadBodyTileMapPath, patrolPoints)); }
internal void Initialize() { _healthSprite = new StaticSprite("HUD/HealthBar", 1.0f, DrawLayers.HUD.Dynamic_Info); _healthFrameSprite = new StaticSprite("HUD/Health_Frame", 1.0f, DrawLayers.HUD.Backgrounds); float healthFrameSpriteWidth = Screen.Width / 2.0f; float healthFrameSpriteHeight = _healthFrameSprite.Texture.Height / 3; //To be used with the spriteBatch.Draw() call _healthFrameScale = new Vector2(healthFrameSpriteWidth / _healthFrameSprite.Texture.Width, healthFrameSpriteHeight / _healthFrameSprite.Texture.Height); float healthFrameWidth = healthFrameSpriteWidth * _healthFrameWidthFraction; float healthFrameHeight = healthFrameSpriteHeight * _healthFrameHeightFraction; _healthFrameRect = new Rectangle((int)(Screen.Width / 4.0f), 10, (int)healthFrameSpriteWidth, (int)healthFrameSpriteHeight); _healthRect = new Rectangle((int)(_healthFrameRect.Left + healthFrameWidth), (int)(_healthFrameRect.Top + healthFrameHeight), (int)(_healthFrameRect.Width - 2 * healthFrameWidth), (int)(_healthFrameRect.Height - 2 * healthFrameHeight)); }
public void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { menubg = new StaticSprite(cm.Load <Texture2D>("Menu/Battle Menu/Battle HUD - Core")); skill = new StaticSprite(cm.Load <Texture2D>("Menu/Battle Menu/Battle HUD - Arms, Magick")); item = new StaticSprite(cm.Load <Texture2D>("Menu/Battle Menu/Battle HUD - Items")); int i = 1; foreach (Button alpha in new Button[] { punch, jump, arms, magick, items, run }) { Texture2D tex = cm.Load <Texture2D>("Menu/Battle Menu/Battle buttons " + i); alpha.Hover = new StaticSprite(tex); alpha.Idle = new StaticSprite(tex); alpha.Idle.Tint = new Color(240, 240, 240); alpha.Press = new StaticSprite(tex); alpha.Press.Tint = new Color(205, 205, 205); i++; } }
protected override void LoadContent() { _textures = new Texture2DCache(typeof(Textures)); _spriteBatch = new SpriteBatch(Globals.GraphicsDevice); _fonts = new SpriteFontCache(typeof(Fonts)); _markerIntersect_Blue = StaticSprite.Acquire(_textures[(int)Textures.Marker_Blue], new Vector2(4, 4)); _markerIntersect_Blue.LayerDepth = 0; _markerPoint_Red = StaticSprite.Acquire(_textures[(int)Textures.Marker_Red], new Vector2(4, 4)); _markerPoint_Red.LayerDepth = 0; _markerPoint_Red.RenderingExtent.Anchor = new Vector2(_xValue, _yValue); var vertices = new List <Vector2>(); vertices.Add(new Vector2(22, 122)); vertices.Add(new Vector2(66, 23)); vertices.Add(new Vector2(150, 5)); vertices.Add(new Vector2(293, 78)); vertices.Add(new Vector2(256, 194)); vertices.Add(new Vector2(230, 86)); vertices.Add(new Vector2(202, 175)); vertices.Add(new Vector2(113, 157)); vertices.Add(new Vector2(168, 69)); vertices.Add(new Vector2(165, 148)); vertices.Add(new Vector2(203, 60)); vertices.Add(new Vector2(105, 50)); vertices.Add(new Vector2(77, 140)); vertices.Add(new Vector2(40, 147)); _insidePolygon = XenString.Acquire(); _insidePolygon.Reset(_fonts[(int)Fonts.Arial], "Inside!"); _polygonExtent = new PolygonExtent(); _polygonExtent.Reset(vertices); }
/// <summary> /// Add sprite to draw on the static batch. /// </summary> /// <param name="sprite">Sprite to add to grid.</param> public void AddSprite(StaticSprite sprite) { _spritesPending.Add(sprite); }
public static void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { // Protagonist: Idle AnimateSprite atemp = new AnimateSprite(new TimeSpan(1050000)); for(int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Idle " + i)); atemp.Add(stemp); } for(int i = 0; i < 20; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Idle 4")); atemp.Add(stemp); } ports["pIdle"] = atemp; // Protagonist: Happy atemp = new AnimateSprite(new TimeSpan(1050000)); for(int i = 1; i < 9; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Talk Happy " + i)); atemp.Add(stemp); } ports["pHappy"] = atemp; // Flat Lizard: Idle atemp = new AnimateSprite(new TimeSpan(1050000)); for(int i = 1; i < 6; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle " + i)); atemp.Add(stemp); } for(int i = 0; i < 20; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle 5")); atemp.Add(stemp); } ports["flatlizIdle"] = atemp; // Flat Lizard: Talk atemp = new AnimateSprite(new TimeSpan(1050000)); atemp.Add(new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle 1"))); for(int i = 1; i < 4; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Talk " + i)); atemp.Add(stemp); } atemp.Add(new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Talk 2"))); ports["flatlizTalk"] = atemp; // Lumisnail 1 & 2 for(int n = 1; n < 3; n++) { atemp = new AnimateSprite(new TimeSpan(1050000)); for(int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Lumisnail " + n + " - All " + i)); atemp.Add(stemp); } ports["lumisnail" + n] = atemp; } // Mantis atemp = new AnimateSprite(new TimeSpan(1050000)); for(int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load<Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Mantis - All " + i)); atemp.Add(stemp); } ports["mantis"] = atemp; top = new StaticSprite(cm.Load<Texture2D>("Talking/Talk Box U")); bottom = new StaticSprite(cm.Load<Texture2D>("Talking/Talk Box D")); nameplate = new StaticSprite(cm.Load<Texture2D>("Talking/Talk Nameplate")); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { background = new StaticSprite(cm.Load <Texture2D>("Locations/Derelict Laboratory/Room 1")); wallDef = cm.Load <Texture2D>("Locations/Derelict Laboratory/Room 1 Walls"); }
public void LoadContent() { m_debug.LoadContent(); var pp = m_graphics.PresentationParameters; // Create our entity world. m_world = new DynamicEntityWorld(m_game.Services); // Create the debug view. m_debugView = new DebugViewXNA(m_world.PhysicsWorld); m_debugView.LoadContent(m_graphics, m_content); // Create the camera. m_camera = new DefaultCamera(null, new Viewport(0, 0, pp.BackBufferWidth, pp.BackBufferHeight)); m_cameraNode = m_world.Scene.Root.CreateChild("Camera"); m_cameraNode.Attach(m_camera); // Create the player. m_player = new Entities.Player( new StaticSprite(Vector2.One * 10.0f, m_content.Load<Texture2D>(@"Sprites\Ship01"), "Player")); m_player.Attach(new Controllers.PlayerMovement(m_camera)); m_world.Add(m_player); m_player.Position = new Vector2(0.0f, 0.0f); // Create the layers. m_playerLayer = new DefaultLayer(typeof(ISprite), "Player", 0.5f) { Scene = m_world.Scene }; m_backgroundLayer = new DefaultLayer(0.0f) { Scene = m_world.Scene }; // Create the background. var deepSpaceSprite = new StaticSprite(Vector2.One * 200.0f, m_content.Load<Texture2D>(@"Textures\Background01"), null) { BlendState = BlendState.Additive }; var lessDeepSpaceSprite = new StaticSprite(Vector2.One * 400.0f, m_content.Load<Texture2D>(@"Textures\Background02"), null) { BlendState = BlendState.Additive }; m_deepSpaceNode = m_cameraNode.CreateChild("Background_DeepSpace"); m_deepSpaceNode.Depth = -1.0f; // Move the background into the back. m_deepSpaceNode.Attach(deepSpaceSprite); m_lessDeepSpaceNode = m_cameraNode.CreateChild("Background_LessDeepSpace"); m_lessDeepSpaceNode.Depth = -0.9f; // Move the background into the back, but in front of the other background. m_lessDeepSpaceNode.Attach(lessDeepSpaceSprite); m_backgroundLayer.AddRenderable(deepSpaceSprite); m_backgroundLayer.AddRenderable(lessDeepSpaceSprite); // Create the dust cloud. var dustCloud = new Movables.DustCloud(100); m_dustCloudNode = m_world.Scene.Root.CreateChild("DustCloud"); m_dustCloudNode.Depth = -0.8f; m_dustCloudNode.Attach(dustCloud); m_backgroundLayer.AddRenderable(dustCloud); // Create the planet. m_terrainLayer = new DefaultLayer(typeof(Entities.TerrainRegion), null, 0.0f) { Scene = m_world.Scene }; m_miscLayer = new DefaultLayer(typeof(ISprite), "MISC_", -0.5f) { Scene = m_world.Scene }; CreatePlanet(); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load <Texture2D>("test/orange")); }
protected override void Load() { StaticSprite frame1 = new StaticSprite(); StaticSprite frame2 = new StaticSprite(); frame1.Load(Parent.Engine.Content, "Froggy", new Rectangle(0, 0, 34, 29)); frame1.Origin = new Vector2(17, 28); frame2.Load(Parent.Engine.Content, "Froggy", new Rectangle(34, 0, 34, 29)); frame2.Origin = new Vector2(18, 28); frame1.Scale = 2f; frame2.Scale = 2f; _sequence.Scale = 2f; _sequence.AddSprite(frame1, 0.5f); _sequence.AddSprite(frame2, 0.5f); _sequence.RepeatIndefinitely = true; _sequence.Start(); //_mask = new CircleMask(new PointFP(8, 8), 10); _mask = new AABBMask(new PointFP(-16, -32), new PointFP(16, 0)); _mask.Position = _position; Dictionary<PlatformAction, PlatformAction> cmap = new Dictionary<PlatformAction, PlatformAction>(); cmap[PlatformAction.Left] = PlatformAction.Left; cmap[PlatformAction.Right] = PlatformAction.Right; cmap[PlatformAction.Up] = PlatformAction.Up; cmap[PlatformAction.Down] = PlatformAction.Down; cmap[PlatformAction.Jump] = PlatformAction.Jump; cmap[PlatformAction.Action] = PlatformAction.Action; /*PaddleMovement<PaddleAction> behavior = new PaddleMovement<PaddleAction>(this, "player", cmap); behavior.Origin = new Vector2(400, 200); behavior.Range = 100; behavior.Speed = 120; behavior.Direction = PaddleDirection.Vertical; AddBehavior(behavior);*/ /*PlayerPlatformMovement<PlatformAction> behavior = new PlayerPlatformMovement<PlatformAction>(this, "player", cmap); behavior.AccelX = (FPInt)0.5; behavior.DecelX = (FPInt)0.25; behavior.MinVelocityX = (FPInt)(-3); behavior.MaxVelocityX = (FPInt)3; behavior.AccelY = (FPInt)0.4; behavior.MinVelocityY = -12; behavior.MaxVelocityY = 12; behavior.AccelStateY = PlatformAccelState.Accelerate;*/ //AddBehavior(behavior); CircleMovement circle = new CircleMovement(this, new PointFP(300, 300), 150, 1); AddBehavior(circle); }
/// <summary> /// Fires a missle. /// </summary> public void FireMissle() { // Spawn a missle entity. var sprite = new StaticSprite(Vector2.One * 2.0f, m_missleTexture, "MISC_Missle", new Rectangle(4, 2, 24, 28)); var missle = new Missle(sprite); var direction = -Vector2.UnitY; direction = new Vector2( direction.X * MathCore.Cos(this.SceneNode.Rotation) + -direction.Y * MathCore.Sin(this.SceneNode.Rotation), direction.Y * MathCore.Cos(this.SceneNode.Rotation) + direction.X * MathCore.Sin(this.SceneNode.Rotation)); this.World.Add(missle); missle.Position = this.SceneNode.Position + (direction * 8.0f); missle.Rotation = this.SceneNode.Rotation; missle.Body.LinearVelocity = this.Body.LinearVelocity + (direction * 50.0f); // Play the sound. m_soundMissleLaunch.Play(); }
/// <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); // TODO: use this.Content to load your game content here font = Content.Load <SpriteFont>("font"); var playerSheet = Content.Load <Texture2D>("playerSheet"); SpriteSheet playerSprites = new SpriteSheet(playerSheet, 64, 64); player = new Player(this); player.spritesheet = playerSheet; var l = (from index in Enumerable.Range(4, 8) select playerSprites[index]).ToList(); l.AddRange((from index in Enumerable.Range(41, 6) select playerSprites[index]).ToList()); player.sprites = l.ToArray(); var testPixel = Content.Load <Texture2D>("bricksx64"); obstacle = new Obstacle(this); obstacle.spritesheet = testPixel; frontLayer = new ParallaxLayer(this); frontLayer.Sprites.Add(player); frontLayer.Sprites.Add(obstacle); frontLayer.DrawOrder = 8; frontLayer.ScrollController = new AutoScrollController(0.0f); Components.Add(frontLayer); var backgroundTextures = new Texture2D[] { Content.Load <Texture2D>("layer_08"), Content.Load <Texture2D>("layer_07_1") }; var backgroundSprites = new StaticSprite[] { new StaticSprite(backgroundTextures[0]), new StaticSprite(backgroundTextures[1]) }; var backgroundLayer = new ParallaxLayer(this); backgroundLayer.Sprites.AddRange(backgroundSprites); backgroundLayer.DrawOrder = 1; Components.Add(backgroundLayer); var cloudLayerTexture = Content.Load <Texture2D>("layer_07_2"); var cloudLayerSprite = new StaticSprite(cloudLayerTexture); var cloudLayer = new ParallaxLayer(this); cloudLayer.Sprites.Add(cloudLayerSprite); cloudLayer.DrawOrder = 2; cloudLayer.ScrollController = new AutoScrollController(10f); Components.Add(cloudLayer); var midSkylineTexture1 = Content.Load <Texture2D>("layer_06"); var midSkylineSprite1 = new StaticSprite(midSkylineTexture1); var midSkylineLayer1 = new ParallaxLayer(this); midSkylineLayer1.Sprites.Add(midSkylineSprite1); midSkylineLayer1.DrawOrder = 3; midSkylineLayer1.ScrollController = new AutoScrollController(10f); Components.Add(midSkylineLayer1); var midSkylineTexture2 = Content.Load <Texture2D>("layer_05"); var midSkylineSprite2 = new StaticSprite(midSkylineTexture2); var midSkylineLayer2 = new ParallaxLayer(this); midSkylineLayer2.Sprites.Add(midSkylineSprite2); midSkylineLayer2.DrawOrder = 4; midSkylineLayer2.ScrollController = new AutoScrollController(10f); Components.Add(midSkylineLayer2); var midSkylineTexture3 = Content.Load <Texture2D>("layer_04"); var midSkylineSprite3 = new StaticSprite(midSkylineTexture3); var midSkylineLayer3 = new ParallaxLayer(this); midSkylineLayer3.Sprites.Add(midSkylineSprite3); midSkylineLayer3.DrawOrder = 5; midSkylineLayer3.ScrollController = new AutoScrollController(10f); Components.Add(midSkylineLayer3); var midSkylineTexture4 = Content.Load <Texture2D>("layer_03"); var midSkylineSprite4 = new StaticSprite(midSkylineTexture4); var midSkylineLayer4 = new ParallaxLayer(this); midSkylineLayer4.Sprites.Add(midSkylineSprite4); midSkylineLayer4.DrawOrder = 6; midSkylineLayer4.ScrollController = new AutoScrollController(10f); Components.Add(midSkylineLayer4); var foregroundTextures = new Texture2D[] { Content.Load <Texture2D>("layer_02"), Content.Load <Texture2D>("layer_01") }; var foregroundSprites = new StaticSprite[] { new StaticSprite(foregroundTextures[0]), new StaticSprite(foregroundTextures[1]) }; var foregroundLayer = new ParallaxLayer(this); foregroundLayer.Sprites.AddRange(foregroundSprites); foregroundLayer.DrawOrder = 7; Components.Add(foregroundLayer); midSkylineLayer1.ScrollController = new AutoScrollController(15); midSkylineLayer2.ScrollController = new AutoScrollController(20); midSkylineLayer3.ScrollController = new AutoScrollController(25); midSkylineLayer4.ScrollController = new AutoScrollController(35); foregroundLayer.ScrollController = new AutoScrollController(100); }
public override void InitUI() { game.background = StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Background", 1.0f); // title if (game.GameTitle == null) { game.GameTitle = StaticSprite.CreateSprite(200, 182, game.ScreenScaleFactor, @"Sprite/GameUI/Title", 0.9f); } // panel if (game.Panel == null) { game.Panel = StaticSprite.CreateSprite(215, 315, game.ScreenScaleFactor, @"Sprite/GameUI/Panel", 0.8f); } if (game.TextBoxName == null) { game.TextBoxName = TextBox.CreateTextBox(454, 350, game.ScreenScaleFactor, @"Sprite/GameUI/TextBox", 0.7f); game.TextBoxName.InitTextBox(); game.TextBoxName.SetFont("SegoeWP"); TextBoxStyle.Assign(game.TextBoxName); } if (game.TextBoxRoom == null) { game.TextBoxRoom = TextBox.CreateTextBox(454, 420, game.ScreenScaleFactor, @"Sprite/GameUI/TextBox", 0.7f); game.TextBoxRoom.InitTextBox(); game.TextBoxRoom.SetFont("SegoeWP"); TextBoxStyle.Assign(game.TextBoxRoom); } if (game.TextPlayerName == null) { game.TextPlayerName = StaticSprite.CreateSprite(273, 360, game.ScreenScaleFactor, @"Sprite/GameUI/TextPlayerName", 0.7f); } if (game.TextRoomID == null) { game.TextRoomID = StaticSprite.CreateSprite(273, 430, game.ScreenScaleFactor, @"Sprite/GameUI/TextRoomID", 0.7f); } // btn play if (game.btnPlaySingle == null) { game.btnPlaySingle = StaticSprite.CreateSprite(440, 538, game.ScreenScaleFactor, @"Sprite/GameUI/btnPlay", 0.8f); game.btnPlaySingle.OnMouseUp += TransitionToGame; ButtonStyle.Assign(game.btnPlaySingle); } // small top icons if (game.btnShop == null) { game.btnShop = StaticSprite.CreateSprite(700, 22, game.ScreenScaleFactor, @"Sprite/GameUI/btnShop", 0.9f); ButtonStyle.Assign(game.btnShop); } if (game.btnSetting == null) { game.btnSetting = StaticSprite.CreateSprite(780, 22, game.ScreenScaleFactor, @"Sprite/GameUI/btnSetting", 0.9f); ButtonStyle.Assign(game.btnSetting); } if (game.btnHelp == null) { game.btnHelp = StaticSprite.CreateSprite(860, 22, game.ScreenScaleFactor, @"Sprite/GameUI/btnHelp", 0.9f); ButtonStyle.Assign(game.btnHelp); } if (game.btnExit == null) { game.btnExit = StaticSprite.CreateSprite(940, 22, game.ScreenScaleFactor, @"Sprite/GameUI/btnExit", 0.9f); ButtonStyle.Assign(game.btnExit); game.btnExit.OnMouseUp += TransitionToMenu; } base.InitUI(); }
public static void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { // Protagonist: Idle AnimateSprite atemp = new AnimateSprite(new TimeSpan(1050000)); for (int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Idle " + i)); atemp.Add(stemp); } for (int i = 0; i < 20; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Idle 4")); atemp.Add(stemp); } ports["pIdle"] = atemp; // Protagonist: Happy atemp = new AnimateSprite(new TimeSpan(1050000)); for (int i = 1; i < 9; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/Protag - Arms/Talk Portrait - Protag - Arms - Talk Happy " + i)); atemp.Add(stemp); } ports["pHappy"] = atemp; // Flat Lizard: Idle atemp = new AnimateSprite(new TimeSpan(1050000)); for (int i = 1; i < 6; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle " + i)); atemp.Add(stemp); } for (int i = 0; i < 20; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle 5")); atemp.Add(stemp); } ports["flatlizIdle"] = atemp; // Flat Lizard: Talk atemp = new AnimateSprite(new TimeSpan(1050000)); atemp.Add(new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Idle 1"))); for (int i = 1; i < 4; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Talk " + i)); atemp.Add(stemp); } atemp.Add(new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Flat Lizard - Talk 2"))); ports["flatlizTalk"] = atemp; // Lumisnail 1 & 2 for (int n = 1; n < 3; n++) { atemp = new AnimateSprite(new TimeSpan(1050000)); for (int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Lumisnail " + n + " - All " + i)); atemp.Add(stemp); } ports["lumisnail" + n] = atemp; } // Mantis atemp = new AnimateSprite(new TimeSpan(1050000)); for (int i = 1; i < 5; i++) { StaticSprite stemp = new StaticSprite(cm.Load <Texture2D>("Talking/NPCs/Tiny Animals/Talk Portrait - NPC - Mantis - All " + i)); atemp.Add(stemp); } ports["mantis"] = atemp; top = new StaticSprite(cm.Load <Texture2D>("Talking/Talk Box U")); bottom = new StaticSprite(cm.Load <Texture2D>("Talking/Talk Box D")); nameplate = new StaticSprite(cm.Load <Texture2D>("Talking/Talk Nameplate")); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load<Texture2D>("Items/I - Wrecked Robot Head")); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load<Texture2D>("Items/I - Pretty Okay Alloy")); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load<Texture2D>("test/orange")); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load <Texture2D>("Items/I - Pretty Okay Alloy")); }
private Player createPlayerFromTemplate(string referenceName) { Player player = null; if (playersDocument == null) { this.playersDocument = new XmlDocument(); playersDocument.Load("Content/Xml/players.xml"); } // Check to see if the player template is in our cache already. Player cachedPlayer = lhg.Assets.findPlayerTemplateInCache(referenceName); if (cachedPlayer != null) { progress.updateProgress("Loading player template " + referenceName + " from cache", "Loading", 0); return(createQuickCopy(cachedPlayer)); } else { progress.updateProgress("Loading player template " + referenceName + " from disk", "Loading", 0); string xpath = "/players/player[@referenceName='" + referenceName + "']"; XmlNode playerNode = playersDocument.SelectSingleNode(xpath); if (playerNode != null) { PrimaryStatistics stats = null; List <PlayerSpriteSheet> playerSpriteSheetList = null; StaticSprite hudSprite = null; InventoryStorage inventoryStorage = null; Player.Type type = Player.getTypeFromString(playerNode.Attributes["type"].Value); XmlNodeList playerChildren = playerNode.ChildNodes; foreach (XmlNode childNode in playerChildren) { switch (childNode.Name) { case "stats": stats = loadStats(childNode); break; case "hud": hudSprite = loadCombatHUDSprite(childNode); break; case "animations": playerSpriteSheetList = loadAnimations(childNode); break; case "inventory": inventoryStorage = loadInventory(childNode); break; } } PlayerSprite playerSprite = new PlayerSprite(lhg, playerSpriteSheetList, PlayerSpriteSheet.Type.Standing); // Create a player for our cache that won't change, so we can quickly create copies if (type == Player.Type.Human) { cachedPlayer = new Human(lhg, referenceName, referenceName, playerSprite); } else if (type == Player.Type.Zombie) { cachedPlayer = new Zombie(lhg, referenceName, referenceName, playerSprite); } cachedPlayer.MyHUDSprite = hudSprite; cachedPlayer.MyInventory = inventoryStorage; lhg.Assets.addPlayerTemplate(cachedPlayer); // Now, create a copy we will use as the real instance player = createQuickCopy(cachedPlayer); } } return(player); }
public override void InitUI() { game.background = StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Background_Black", 1.0f); // title if (game.GameTitle == null) { game.GameTitle = StaticSprite.CreateSprite(303, 39, game.ScreenScaleFactor, @"Sprite/GameUI/Black_Logo", 0.9f); } // panel if (game.Panel == null) { game.Panel = StaticSprite.CreateSprite(255, 356, game.ScreenScaleFactor, @"Sprite/GameUI/Black_Panel", 0.8f); } if (game.TextBoxName == null) { game.TextBoxName = TextBox.CreateTextBox(445, 380, game.ScreenScaleFactor, @"Sprite/GameUI/Black_TextBox", 0.7f); game.TextBoxName.InitTextBox(); game.TextBoxName.SetFont("Black_SegoeWP"); game.TextBoxName.SetColor(Color.WhiteSmoke); TextBoxStyle.Assign(game.TextBoxName); } if (game.TextBoxRoom == null) { game.TextBoxRoom = TextBox.CreateTextBox(445, 433, game.ScreenScaleFactor, @"Sprite/GameUI/Black_TextBox", 0.7f); game.TextBoxRoom.InitTextBox(); game.TextBoxRoom.SetFont("Black_SegoeWP"); game.TextBoxRoom.SetColor(Color.WhiteSmoke); TextBoxStyle.Assign(game.TextBoxRoom); } if (game.TextPlayerName == null) { game.TextPlayerName = StaticSprite.CreateSprite(295, 384, game.ScreenScaleFactor, @"Sprite/GameUI/Black_TextPlayerName", 0.7f); } if (game.TextRoomID == null) { game.TextRoomID = StaticSprite.CreateSprite(295, 437, game.ScreenScaleFactor, @"Sprite/GameUI/Black_TextRoomID", 0.7f); } // btn play if (game.btnPlaySingle == null) { game.btnPlaySingle = StaticSprite.CreateSprite(394, 610, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnRound", 0.8f); game.btnPlaySingle.AddChildAtMid(StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnSinglePlay", 0.7f)); game.btnPlaySingle.OnMouseUp += (sender) => { TransitionToGame(StartGameSingle); }; ModernButtonStyle.Assign(game.btnPlaySingle); } if (game.btnPlayMulti == null) { game.btnPlayMulti = StaticSprite.CreateSprite(394, 554, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnRound", 0.8f); game.btnPlayMulti.AddChildAtMid(StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnMultiPlay", 0.7f)); game.btnPlayMulti.OnMouseUp += (sender) => { if (String.IsNullOrEmpty(game.TextBoxName.GetText())) { return; } if (String.IsNullOrEmpty(game.TextBoxRoom.GetText())) { return; } TransitionToGame(StartGameMultiplayer); }; ModernButtonStyle.Assign(game.btnPlayMulti); } if (game.btnSetting == null) { game.btnSetting = StaticSprite.CreateSprite(394, 666, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnRound", 0.8f); game.btnSetting.AddChildAtMid(StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnSetting", 0.7f)); ModernButtonStyle.Assign(game.btnSetting); } // small top icons if (game.btnShop == null) { game.btnShop = StaticSprite.CreateSprite(882, 24, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnShop", 0.9f); ButtonStyle.Assign(game.btnShop); } // small top icons if (game.btnSound == null) { game.btnSound = StaticSprite.CreateSprite(934, 24, game.ScreenScaleFactor, @"Sprite/GameUI/Black_audioOn", 0.9f); ButtonStyle.Assign(game.btnSound); } if (game.scoreBoard == null) { var Red = StaticSprite.CreateSprite(0, 30, game.ScreenScaleFactor, @"Sprite/GameUI/Player1", 0.6f); var Blue = StaticSprite.CreateSprite(0, 110, game.ScreenScaleFactor, @"Sprite/GameUI/Player2", 0.6f); game.scoreBoard = new Scoreboard(Red, Blue, game.ScreenScaleFactor); game.scoreBoard.Top = 320 * game.ScreenScaleFactor.Y; game.scoreBoard.Left = 90 * game.ScreenScaleFactor.X; } //if (game.btnHelp == null) //{ // game.btnHelp = StaticSprite.CreateSprite(860, 22, game.ScreenScaleFactor, @"Sprite/GameUI/btnHelp", 0.9f); // ButtonStyle.Assign(game.btnHelp); //} if (game.btnExit == null) { game.btnExit = StaticSprite.CreateSprite(39, 670 + 300, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnRound", 0.8f); game.btnExit.AddChildAtMid(StaticSprite.CreateSprite(0, 0, game.ScreenScaleFactor, @"Sprite/GameUI/Black_btnExit", 0.7f)); game.btnExit.OnMouseUp += TransitionToMenu; ModernButtonStyle.Assign(game.btnExit); } base.InitUI(); }
public Player(StaticSprite sprite, string name = "Player") : base(name) { m_sprite = sprite; m_maxSpeedSqr = m_maxSpeed * m_maxSpeed; }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { background = new StaticSprite(cm.Load<Texture2D>("Locations/Derelict Laboratory/Room 1")); wallDef = cm.Load<Texture2D>("Locations/Derelict Laboratory/Room 1 Walls"); }
public override void LoadRes(Microsoft.Xna.Framework.Content.ContentManager cm) { sprite = new StaticSprite(cm.Load <Texture2D>("Items/I - Wrecked Robot Head")); }