protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Initialize level Texture2D[,] tiles = new Texture2D[2, 2]; tiles[0, 0] = Content.Load<Texture2D>("t1"); tiles[0, 1] = Content.Load<Texture2D>("t2"); tiles[1, 0] = Content.Load<Texture2D>("t3"); tiles[1, 1] = Content.Load<Texture2D>("t4"); level = new LevelObs(tiles, LoadObstacles()); //Initialize scene camera = new Camera(Vector2.Zero, new Size(800, 600)); scene = new Scene(this, spriteBatch, level, camera); Components.Add(scene); //Temporary sprite shapeset Polygon shape = new Polygon(new Vector2[] { new Vector2(5, 38), new Vector2(24, 38), new Vector2(26, 48), new Vector2(1, 48)}); List<Polygon> shapeSet = new List<Xebab.Helpers.Polygons.Polygon>(1); shapeSet.Add(shape); //Initialize sprite Texture2D spritesheet = Content.Load<Texture2D>("guy01"); sprite = new AnimatedSprite(scene.ContentHandler, shapeSet, spritesheet, new Size(31, 48)); scene.ContentHandler.SpriteHandler.SpawnSprite(sprite); sprite.Position = new Vector2(300); sprite.AddBehavior(new CameraFollowerBehavior(sprite, camera, level)); }
protected override void LoadContent() { // Load crosshair crosshair = Content.Load<Texture2D>("crosshair"); crosshairCenter = new Vector2(crosshair.Width / 2, crosshair.Height / 2); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Initialize level Texture2D[,] tiles = new Texture2D[2, 2]; tiles[0, 0] = Content.Load<Texture2D>("t1"); tiles[0, 1] = Content.Load<Texture2D>("t2"); tiles[1, 0] = Content.Load<Texture2D>("t3"); tiles[1, 1] = Content.Load<Texture2D>("t4"); level = new Level(tiles); //Initialize scene camera = new Camera(Vector2.Zero, new Size(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); scene = new Scene(this, spriteBatch, level, camera); Components.Add(scene); }