public static void LoadProjectContent(GameProject project, GraphicsDevice device) { if (project != null) { LoadMapObjectSprites(project, device); LoadTilesets(project, device); //LoadMapContent(project); } }
public static void LoadTilesets(GameProject project, GraphicsDevice device) { var timeLog = new TimeLog(); if (project.Tilesets != null) { foreach (Tileset set in project.Tilesets) { set.LoadTexture(device); } } timeLog.Log("load tilesets"); }
public static void LoadMapObjectSprites(GameProject project, GraphicsDevice device) { var timeLog = new TimeLog(); if (project.MapObjects != null) { foreach (var obj in project.MapObjects) { if (!string.IsNullOrEmpty(obj.SpriteInfo.Name)) { var texture = ContentLoader.LoadTexture(device, "Sprites/Objects/" + obj.SpriteInfo.Name); obj.Animation = new SpriteAnimation(texture, 100, 1); obj.Animation.Origin = obj.Origin; } } } timeLog.Log("load sprites"); }
private void NewProject(string name) { var p = new GameProject() { ProjectName = name }; p.Save(); LoadProject(p.ProjectName); }
protected override void LoadContent() { Fonts.Load(Content); GameGraphics.Load(GraphicsDevice); spriteBatch = new SpriteBatch(GraphicsDevice); //Item.AllItems = Item.LoadAll(); //Skill.AllSkills = Skill.GetAllSkills(Content); LoadCharacterClasses(); GameProject = GameProject.Load(projectName); LoadSpriteCollection(GameProject.SpriteConfigurations); Characters = new Dictionary<CharacterClass, Character.Character>(); Scenes = new Dictionary<GameState, Scene>(); Scenes[GameState.MainMenu] = new MainMenuScene(this); Scenes[GameState.LoadGame] = new LoadGameScene(this); Scenes[GameState.Help] = new HelpScene(this); Scenes[GameState.GameStatsHelp] = new GameStatsHelpScene(this); Scenes[GameState.GameStarted] = new GameStartedScene(this); Scenes[GameState.NewGame] = new NewGameScene(this); State = GameState.MainMenu; }