Пример #1
0
 protected override void LoadContent()
 {
     spriteBatch   = new SpriteBatch(GraphicsDevice);
     DisplayDevice = new XnaDisplayDevice(Content, GraphicsDevice);
     Viewport      = new xRectangle(new Size(800, 600));
     TileMap.Initialize(Content.Load <Texture2D>(@"textures/white"), Content.Load <SpriteFont>(@"fonts/pericles8"));
 }
Пример #2
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.
            m_spriteBatch      = new SpriteBatch(GraphicsDevice);
            m_xnaDisplayDevice = new XnaDisplayDevice(Content, GraphicsDevice);

            // load font for help text
            m_spriteFontDemo = Content.Load <SpriteFont>("Fonts/Demo");

            m_textureLeaf = Content.Load <Texture2D>("Graphics/Leaf");

            // load map from content pipeline and initialise it
            m_map = Content.Load <Map>("Maps\\Map01");
            m_map.LoadTileSheets(m_xnaDisplayDevice);

            m_map.Layers[3].BeforeDraw += OnBeforeLayerDraw;

            // prepare translucent panel for help text
            m_texturePanel = new Texture2D(GraphicsDevice, 1, 1);
            m_texturePanel.SetData <Color>(new Color[] { new Color(0, 0, 0, 128) });
        }
 public MapDisplayDeviceIntercept(XnaDisplayDevice xna)
 {
     device   = xna;
     textures = MoreMapLayers.helper.Reflection.GetPrivateValue <Dictionary <TileSheet, Texture2D> >(device, "m_tileSheetTextures");
 }
Пример #4
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 public LoadTilesheetEventArgs(TileSheet tilesheet, XnaDisplayDevice device, Dictionary <TileSheet, Texture2D> textures)
 {
     this.tilesheet = tilesheet;
     this.device    = device;
     this.textures  = textures;
 }