/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { IsFixedTimeStep = true; _gameServer = new GameServer(this); _gameServer.Start(); _lineTexture = new Texture2D(GraphicsDevice, 1, 1); _lineTexture.SetData<Color>( new Color[] { Color.White });// fill the texture with white // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); var viewMap = Content.Load<TiledMap>("new_map"); _mapEntity = ObjectMapper.CreateEntityById(); var mapComponent = new MapComponent(); mapComponent.Map = viewMap; mapComponent.Device = GraphicsDevice; mapComponent.Texture = Content.Load<Texture2D>("roguelikeSheet_transparent"); _mapEntity.AddComponent(mapComponent); var mapData = (MapData)ObjectMapper.Create((uint)_mapEntity.UniqueId, typeof(MapData)); mapData.Load(_gameServer, viewMap); _font = Content.Load<BitmapFont>("hack_font"); }
private void BuildWorld() { _mapEntity = ObjectMapper.CreateEntityById(); var mapComponent = new MapComponent(); mapComponent.Device = GraphicsDevice; mapComponent.Texture = Content.Load<Texture2D>("roguelikeSheet_transparent"); _mapEntity.AddComponent(mapComponent); }