public Game1(String gameFile = null) { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //graphics.PreferredBackBufferWidth = 2000; //graphics.PreferredBackBufferHeight = 1250; graphics.PreferredBackBufferWidth = 1200; graphics.PreferredBackBufferHeight = 750; graphics.ApplyChanges(); myScreenSize = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); if (gameFile != null) { game = GameData.ReadFromFile(gameFile); game.StartMap = game.LastEditedMap; } }
public EditorState(GameData game, Size renderSize) { Game = game; this.RenderSize = renderSize; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { if (game == null) { game = GameData.ReadFromFile("../../../../../Game1.game"); } map = game.StartMap; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Texture2D bgSprite = Content.Load<Texture2D>("space"); background = new Background(bgSprite, (int)myScreenSize.X, (int)myScreenSize.Y); // TODO: use this.Content to load your game content here // Make the hero Texture2D heroImage = Content.Load<Texture2D>("hero"); Texture2D shadow = Content.Load<Texture2D>("shadow"); Texture2D[] heroImages = {Content.Load<Texture2D>("hero0"), Content.Load<Texture2D>("hero1"), Content.Load<Texture2D>("hero2"), Content.Load<Texture2D>("hero3")}; Vector2 center = myScreenSize / 2; myAnimatedHero = new AnimatedHero(heroImages, shadow, center, myScreenSize); LoadMap(map); overlay = new SplashScreen(GraphicsDevice, Content); }