public SkeletonKing(Vector2 position, Map map, Vector2 patrolTarget, NewTimer timer) { this.map = map; this.timer = timer; Tag = "SkeletonKing"; transform = AddComponent<Transform>(); transform.Position = position; renderer = AddComponent<ViewRenderer>(); renderer.SetImage(Managers.Content.Load<Texture2D>("Sprites/SkeletonKing/SkeletonKing_Front_0"),40,40); renderer.SetImage(Managers.Content.Load<Texture2D>("Sprites/Sprite_Sheet/RougyMon"), 40, 40); //renderer.Pivot = new Vector2(renderer.ImageWidth / 2, renderer.ImageHeight / 1f); renderer.Pivot = new Vector2(16, 32); patrol = AddComponent<Patrol>(); patrol.PatrolToTarget(patrolTarget); moveSpeed = 1; Animation = new SpriteAnimation("SkeletonKing", Managers.Content.Load<Texture2D>("Sprites/Sprite_Sheet/RougyMon"), Path.Combine(Managers.Content.RootDirectory, "Sprites", "Sprite_Sheet", "RougyMon.xml")); Animation.FrameDelay = 100; collider = AddComponent<BoxCollider>(); collider.OnCollisionEnter += OnCollisionEnter; EventManager.OnLateUpdate += OnLateUpdate; EventManager.OnUpdate += OnUpdate; }
/// <summary> /// Event handler for when the Map menu entry is selected. /// </summary> void MapMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentMap++; if (currentMap > Map.World) currentMap = 0; SetMenuEntryText(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (_content == null) _content = new ContentManager(ScreenManager.Game.Services, "Content"); _gameFont = _content.Load<SpriteFont>("gamefont"); _mapTiles.Add(_content.Load<Texture2D>("MapTiles\\black")); _mapTiles.Add(_content.Load<Texture2D>("MapTiles\\white")); _chessBoard = new Map("chessBoard.txt"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }
public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = Managers.Content; gameFont = content.Load<SpriteFont>("Fonts/ComicSansMS"); Thread.Sleep(1000); } #if WINDOWS_PHONE if (Microsoft.Phone.Shell.PhoneApplicationService.Current.State.ContainsKey("PlayerPosition")) { playerPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["PlayerPosition"]; enemyPosition = (Vector2)Microsoft.Phone.Shell.PhoneApplicationService.Current.State["EnemyPosition"]; } #endif map = new Map(content.Load<Texture2D>("Map/Tiles")); map.LoadMapFromImage(content.Load<Texture2D>("Map/MainMap")); //Objects goldSpawn(); healPotionSpawn(); orkForestSpawn(); SpiderSpawn(); SkeletonSpawn(); orkGraveyardSpawn(); skeletonKing = new SkeletonKing(new Vector2(104 * 32, 40 * 32), map, new Vector2(112 * 32, 40 * 32), timer); skeletonKing.moveSpeed = 3; key_1 = new Key(new Vector2(992, 2560)); key_2 = new Key_2(new Vector2(1136, 2096)); doorForest = new DoorForest(new Vector2(35 * 32, 67 * 32)); gateGraveyard = new GateGraveyard(new Vector2(81 * 32, 56 * 32)); player = new Player(new Vector2(2976, 2240), map, doorForest, gateGraveyard); camera = new Camera(Managers.Graphics.GraphicsDevice.Viewport); //timer.GetPlayer(player); timer.Start(); }