public void CreateInv(Player player) { uint entityID; Texture2D spritesheet; Position position; InventorySprite Background, Selector; Inventory inventory; entityID = Entity.NextEntity(); spritesheet = game.Content.Load <Texture2D>("Spritesheets/inventoryBackground"); position = new Position() { EntityID = entityID, Center = new Vector2(0, 0), Radius = 0f, }; game.PositionComponent[entityID] = position; Background = new InventorySprite() { EntityID = entityID, isSeen = false, SpriteSheet = spritesheet, SpriteBounds = new Rectangle(0, 0, 1280, 720), }; game.InventorySpriteComponent[entityID] = Background; entityID = Entity.NextEntity(); spritesheet = game.Content.Load <Texture2D>("Spritesheets/selectInv"); position = new Position() { EntityID = entityID, Center = new Vector2(100, 100), Radius = 0f, }; game.PositionComponent[entityID] = position; Selector = new InventorySprite() { EntityID = entityID, isSeen = false, SpriteSheet = spritesheet, SpriteBounds = new Rectangle(0, 0, 100, 80), }; game.InventorySpriteComponent[entityID] = Selector; inventory = new Inventory() { EntityID = player.EntityID, BackgroundSpriteID = Background.EntityID, SelectorSpriteID = Selector.EntityID, }; game.InventoryComponent[player.EntityID] = inventory; }
public void CreateInv(Player player) { uint entityID; Texture2D spritesheet; Position position; InventorySprite Background, Selector; Inventory inventory; entityID = Entity.NextEntity(); spritesheet = game.Content.Load<Texture2D>("Spritesheets/inventoryBackground"); position = new Position() { EntityID = entityID, Center = new Vector2(0,0), Radius = 0f, }; game.PositionComponent[entityID] = position; Background = new InventorySprite() { EntityID = entityID, isSeen = false, SpriteSheet = spritesheet, SpriteBounds = new Rectangle(0, 0, 1280, 720), }; game.InventorySpriteComponent[entityID] = Background; entityID = Entity.NextEntity(); spritesheet = game.Content.Load<Texture2D>("Spritesheets/selectInv"); position = new Position() { EntityID = entityID, Center = new Vector2(100, 100), Radius = 0f, }; game.PositionComponent[entityID] = position; Selector = new InventorySprite() { EntityID = entityID, isSeen = false, SpriteSheet = spritesheet, SpriteBounds = new Rectangle(0, 0, 100, 80), }; game.InventorySpriteComponent[entityID] = Selector; inventory = new Inventory() { EntityID = player.EntityID, BackgroundSpriteID = Background.EntityID, SelectorSpriteID = Selector.EntityID, }; game.InventoryComponent[player.EntityID] = inventory; }