/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { myMap = new TileMap( Content.Load<Texture2D>("mousemap"), Content.Load<Texture2D>("part9_slopemaps")); //setting camera properties 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); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Static/nonmoving sprite Content Load Tile.TileSetTexture = Content.Load<Texture2D>("iso_tileset"); iso_tileset = Content.Load<Texture2D>("iso_tileset"); lightAura = Content.Load<Texture2D>("lightaura"); fogOfWar = Content.Load<Texture2D>("fogofwar"); playerTexture = Content.Load<Texture2D>("woman"); hilight = Content.Load<Texture2D>("hilight"); spotlight = Content.Load<Texture2D>("spotlight_1"); //Animated Sprite Content Load with animations // //-------------------------=Zombeh=------------------------------- zombie = new SpriteAnimation(Content.Load<Texture2D>("zombeh")); zombie.AddAnimation("WalkEast",0,96*0,48,96,10,0.9f); zombie.Position = new Vector2(100, 100); zombie.DrawOffset = new Vector2(-24, -38); zombie.CurrentAnimation = "WalkEast"; zombie.IsAnimating = true; //-------------------------=VLAD=--------------------------------- vlad = new SpriteAnimation(Content.Load<Texture2D>("T_Vlad_Sword_Walking_48x48")); 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); 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); vlad.Position = new Vector2(100, 100); vlad.DrawOffset = new Vector2(-24, -38); vlad.CurrentAnimation = "WalkEast"; vlad.IsAnimating = true; }
public MobileSprite(Texture2D texture) { asSprite = new SpriteAnimation(texture); }