/// <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); level01 = Content.Load<Level>("Levels/Level_01"); level01.Initialise(Content); player = new Player(this.Content, "XML Documents/DanAnimations", level01); goblin = new Enemy(this.Content, "XML Documents/GoblinAnimations", level01); goblin1 = new Enemy(this.Content, "XML Documents/GoblinAnimations", level01); goblin2 = new Enemy(this.Content, "XML Documents/GoblinAnimations", level01); player.Position = new Vector2(0.0f, 420.0f); goblin.Position = new Vector2(500.0f, 420.0f); goblin1.Position = new Vector2(1000.0f, 420.0f); goblin2.Position = new Vector2(200.0f, 420.0f); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { GV.ContentManager = Content; TDManager.Initialize(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Old loading method level = Content.Load<Level>("Levels/Level_01"); // New loading method //level = Level.Load("../../../../Kismet Content/Levels/Level01_A.xml"); level.Initialise(Content); GV.Level = level; GV.SpriteBatch = spriteBatch; GV.LEFT = "left"; GV.RIGHT = "right"; GV.GRAVITY = 1.0f; GV.ShowBoxes = true; player = new Player("XML Documents/DanAnimations", GV.Level.PlayerStartingPosition); GV.Player = player; Camera.WorldRectangle = new Rectangle(0, 0, GV.Level.Width, GV.Level.Height); Camera.Position = new Vector2(0, 0); Camera.ViewPortWidth = 1280; Camera.ViewPortHeight = 720; GV.EDITING = false; }
/// <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); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; //graphics.GraphicsDevice.SetRenderTarget(new RenderTarget2D(graphics.GraphicsDevice, 1280, 720)); //ResourceManager.Instance.Texture("Tiles", Content.Load<Texture2D>(System.IO.Path.Combine(@"Tiles\", "Tiles"))); GV.ContentManager = Content; TDManager.Initialize(); //level01 = Level.Load("../../../../Level EditorContent/Levels/Level01_A.xml"); level01 = Content.Load<Level>("Levels/Level_01"); level01.Initialise(Content); GV.Level = level01; GV.SpriteBatch = spriteBatch; GV.LEFT = "left"; GV.RIGHT = "right"; GV.GRAVITY = 1.0f; GV.ShowBoxes = true; player1 = new Player("XML Documents/DanAnimations", level01.PlayerStartingPosition); GV.Player = player1; // Setup the camera Camera.WorldRectangle = new Rectangle(0, 0, GV.Level.Width, GV.Level.Height); Camera.Position = new Vector2(0, 0); Camera.ViewPortWidth = pictureBox.Width; Camera.ViewPortHeight = pictureBox.Height; lastMouseState = Mouse.GetState(); pictureBox_SizeChanged(null, null); GV.EDITING = true; followPlayer = false; }
private static void SaveToDocumentFormat(Level serializableObject, System.Type[] extraTypes, string path, IsolatedStorageFile isolatedStorageFolder) { using (TextWriter textWriter = CreateTextWriter(isolatedStorageFolder, path)) { XmlSerializer xmlSerializer = CreateXmlSerializer(extraTypes); xmlSerializer.Serialize(textWriter, serializableObject); } }
private static void SaveToBinaryFormat(Level serializableObject, string path, IsolatedStorageFile isolatedStorageFolder) { using (FileStream fileStream = CreateFileStream(isolatedStorageFolder, path)) { BinaryFormatter binaryFormatter = new BinaryFormatter(); binaryFormatter.Serialize(fileStream, serializableObject); } }
public object Clone() { Level level = new Level(); level.AssetName = AssetName; level.Width = Width; level.Height = Height; level.GroundLayerTexture = GroundLayerTexture; level.groundLayer = groundLayer; return level; }
/// <summary> /// Initialises the singleton's values /// </summary> /// <param name="currentPlayer">The player object</param> /// <param name="currentLevel">The level currently being used</param> public void Initialise(Player currentPlayer, Level currentLevel) { textures = new Dictionary<string, Texture2D>(); levels = new Dictionary<string, Level>(); player = currentPlayer; level = currentLevel; }