/// <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); mainUIFont = Content.Load <SpriteFont>(@"MainUIFont"); multiplayerLobbyTest = new TextSprite(mainUIFont, new Vector2(50, 50), "", Color.White, 1, Constant.l_diceDescript); multiplayerLobbyTest.text = ""; boardTileTextures = Content.Load <Texture2D>(@"Sprites\\iso_grass_tileset"); Constant.t_icons = Content.Load <Texture2D>(@"Sprites\\iconTextures"); //board = new BattleBoard( // boardTileTextures, // mainUIFont, // new Vector2(320,-192), // 12, // player1, // player2, // new Vector2(this.Window.ClientBounds.Width, this.Window.ClientBounds.Height)); //test // TODO: use this.Content to load your game content here }
/// <summary> /// Creates an array of floortiles having varying tile nos. /// Location starts from topTileLoc and go to boardsize * 32. /// </summary> /// <param name="floorTileSet"></param> /// <param name="topTileLocation"></param> /// <param name="boardSize"></param> public BattleBoard(Texture2D floorTileSet, SpriteFont font, Vector2 topTileLocation, int boardSize, Player Player1, Player Player2, GameClient Client, Vector2 screenSize) { int tileNo = 0; inputMoveIndex = 0; spellPlayingIndex = 0; spellUseDisplayTimer = 0; isCurrentSpellUsed = false; client = Client; currentState = State.Input; inputState = InputState.Waiting; abilityInputs = new List <AbilityInput>(movesPerTurn); activeEffects = new List <AbilityInput>(); spellPlayList = new List <AbilityInput>(); for (int i = 0; i < movesPerTurn; i++) { abilityInputs.Add(new AbilityInput()); } topTileLoc = topTileLocation; highLightedTiles = new List <FloorTile>(); loggedInPlayer = Player1; opponentPlayer = Player2; dicemanDescription = new TextSprite(font, Constant.v_diceDescript, "", Color.White, 1f, Constant.l_diceDescript); abilityDescription = new TextSprite(font, screenSize + Constant.v_abilityDescriptOffset, "", Color.White, 1f, Constant.l_diceDescript); board = new FloorTile[boardSize, boardSize]; for (int i = 0; i < boardSize; i++) { for (int j = 0; j < boardSize; j++) { if (RandomGenerator.Random.NextDouble() < 0.2) { tileNo = (tileNo + 1) % 8; } board[i, j] = new FloorTile(floorTileSet, tileNo, new Vector2(topTileLocation.X + i * 32, topTileLocation.Y + j * 32)); } } }