/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { TileMap map = new TileMap(this,Registry.Lookup<Scenegraph>(), @"Content\SampleTileMap.tmx"); Tank tank = new Tank(this,map,map); tank.SetLocalPosition(new Vector2(GraphicsDevice.Viewport.Width/2,GraphicsDevice.Viewport.Height/2)); // tank.SetTurretRotation((float)Math.PI / 8); foreach (Vector2 cellPos in map.GetCellsWithProperty("placement", "Item")) { int itemIdx = map.GetTileIndex("placement",cellPos); string itemType = map.GetTileProperties(itemIdx)["Item"]; switch (itemType) { case "Turret": BasicTilemapSprite turret= new BasicTilemapSprite(map,map,Content.Load<Texture2D>(@"Textures/TankTurret")); turret.SetLocalCellPosition(cellPos); tank.CollidesWith(turret); break; } } // TODO: use this.Content to load your game content here }
/// <summary> /// This wil create the tile map and add it to the scenegraph, /// then create the tan kand add it as a child of the tilemap. /// </summary> protected override void LoadContent() { // This creates the tilemap // The first paremeter is a refence to the game, used to load // content // The second parameter is the parent object of the tilemap in // the scenegraph. The scenegraph itself acts as the root parent, // so we fetch it from the registry and pass it in TileMap map = new TileMap(this,Registry.Lookup<Scenegraph>(), @"Content\SampleTileMap.tmx"); // This creates the tank. // The first paremeter is a refence to the game, used to load // content // The second parameter is again the parent object, // in this case the tile map. // The third parameter is the TileMap this tank is on. // (It happens to be the parent but it wont encessarily alwaays be) // The tnak uses this to scroll the map when it gets near an edge Tank tank = new Tank(this,map,map); tank.SetLocalPosition(new Vector2(GraphicsDevice.Viewport.Width/2,GraphicsDevice.Viewport.Height/2)); }