public Level(ContentManager content) { this.content = content; hero = new Hero(content, this); support1 = new Hero(content, this); support2 = new Hero(content, this); monster1 = new Monster(content, this); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); viewport = DefViewPort = GraphicsDevice.Viewport; viewport.X = 100; viewport.Y = 100; viewport.Width = 300; viewport.Height = 300; s = new Hero(Content.Load<Texture2D>("a"), new Vector2(0, 0), new Vector2(5, 5), 10, false, 120, 120, 113); s.Init("Jin", 100, 100, 0, new Vector2(2, 2)); }
/// <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); mouseBody = BodyFactory.Instance.CreateRectangleBody(physicsSimulator, 20, 20, 1); mouseBody.IsStatic = true; //mouseBody.IgnoreGravity = true; heros = new Hero(physicsSimulator); camera = new Camera2D(new Vector2(1024, 768), heros.hBody.Position, null, null, null, null, null, null, null, null); camera.TrackingBody = heros.hBody; for (int i = 0; i < 4; i++) { circles[i] = Content.Load<Texture2D>("circles\\" + i); mPoint[i] = new Vector2(0, 0); } pltfrm = new Platform("Content\\mapData\\map", physicsSimulator); dot = Content.Load<Texture2D>("sprites\\dot"); boxTex = Content.Load<Texture2D>("sprites\\box"); //for (int i=0; i<8; i++) // crate[i] = new Box(physicsSimulator, boxTex, i*100+100, 100, 95, 95, 2); //for (int i = 8; i < 16; i++) // crate[i] = new Box(physicsSimulator, boxTex, (i-8) * 100 + 100, 200, 95, 95, 2); gndTex = Content.Load<Texture2D>("sprites\\ground"); bgTex = Content.Load<Texture2D>("sprites\\sky"); c1Tex = Content.Load<Texture2D>("sprites\\clouds"); grassTex = Content.Load<Texture2D>("sprites\\grass"); vpRect = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); base.LoadContent(); }