/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { if (!Directory.Exists(System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Arman"))) Directory.CreateDirectory(System.IO.Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Arman")); //path = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "Arman", "level.alvl"); path = @"C:\Users\Cendrb\Downloads\level.alvl"; graphics.PreferredBackBufferHeight = 800; graphics.PreferredBackBufferWidth = 1600; graphics.ApplyChanges(); TexturesPaths appData = new TexturesPaths(); appData.Player = @"Sprites/Entities/player"; appData.Mob = @"Sprites/Entities/mob"; appData.MovableBlock = @"Sprites/Entities/movable"; appData.SolidBlock = @"Sprites/Blocks/solid"; appData.AirBlock = @"Sprites/Blocks/air"; appData.Detector = @"Sprites/Blocks/detector"; appData.Coin = @"Sprites/Blocks/coin"; appData.Home = @"Sprites/Blocks/detector"; // TERXTURE! appData.KeyLockColorDot = @"Sprites/5dot"; area = new GameArea(this, path, appData); Components.Add(area); base.Initialize(); }
public static bool Load(TexturesPaths paths, World tools) { Air = tools.Game.Content.Load<Texture2D>(paths.AirBlock); Mob = tools.Game.Content.Load<Texture2D>(paths.Mob); MovableBlock = tools.Game.Content.Load<Texture2D>(paths.MovableBlock); Solid = tools.Game.Content.Load<Texture2D>(paths.SolidBlock); Player = tools.Game.Content.Load<Texture2D>(paths.Player); Detector = tools.Game.Content.Load<Texture2D>(paths.Detector); Home = tools.Game.Content.Load<Texture2D>(paths.Home); Coin = tools.Game.Content.Load<Texture2D>(paths.Coin); KeyLockColorDot = tools.Game.Content.Load<Texture2D>(paths.KeyLockColorDot); SpriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(tools.Game.GraphicsDevice); return true; }
public GameArea(Game game, string levelSource, TexturesPaths paths) : base(game) { levelSourcePath = levelSource; this.paths = paths; }