public MobileSprite(Texture2D Texture) { asSprite = new SpriteAnimation(Texture); }
/// <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); // TODO: use this.Content to load your game content here //Load sprite sheet into Content Pipeline Tile.TileSetTexture = Content.Load<Texture2D>(@"Tilesets\part4_tileset"); //Load a font into the Content Pipeline pericles6 = Content.Load<SpriteFont>(@"Fonts\Pericles6"); // Load a level object LevelLibrary.Level level = Content.Load<LevelLibrary.Level>(@"Levels/level2"); //Load a sprite for mouse selection into the content pipeline using the above level file myMap = new TileMap(Content.Load<Texture2D>(@"Tilesets\mousemap"), level); //Set Camera settings so we can see and move around in the world. Camera.ViewWidth = this.graphics.PreferredBackBufferWidth; Camera.ViewHeight = this.graphics.PreferredBackBufferHeight; Camera.WorldWidth = ((myMap.MapWidth - 2) * Tile.TileStepX); Camera.WorldHeight = ((myMap.MapHeight - 2) * Tile.TileStepY); Camera.DisplayOffset = new Vector2(baseOffsetX, baseOffsetY); //Load highlighted tile texture hilight = Content.Load<Texture2D>(@"Tilesets/hilight"); // Load Vlad, the Last True Sprite King vlad = new SpriteAnimation(Content.Load<Texture2D>(@"Characters\T_Vlad_Sword_Walking_48x48")); // Give Vlad Walking Animations, marking the place in the sprite sheet where they are. vlad.AddAnimation("WalkEast", 0, 48*0, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkNorth", 0, 48*1, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkNorthEast", 0, 48*2, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkNorthWest", 0, 48*3, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkSouth", 0, 48*4, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkSouthEast", 0, 48*5, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkSouthWest", 0, 48*6, 48, 48, 8, 0.1f); vlad.AddAnimation("WalkWest", 0, 48*7, 48, 48, 8, 0.1f); // Give Vlad Idle Animations, so it doesn't look like he is walking when he is standing there. vlad.AddAnimation("IdleEast", 0, 48*0, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleNorth", 0, 48*1, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleNorthEast", 0, 48*2, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleNorthWest", 0, 48*3, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleSouth", 0, 48*4, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleSouthEast", 0, 48*5, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleSouthWest", 0, 48*6, 48, 48, 1, 0.2f); vlad.AddAnimation("IdleWest", 0, 48*7, 48, 48, 1, 0.2f); // Set Vlad's starting configuration. All this will need to be encapusulated into a file I/O class later on. Then you can // pull animations from an xml file somewhere in the heiriarchy. vlad.Position = new Vector2(100, 100); vlad.DrawOffset = new Vector2(-50, -100); vlad.CurrentAnimation = "WalkEast"; vlad.IsAnimating = true; }