Game objects now take in a ContentManager & load their own textures.
GitOrigin-RevId: 4f40548d9f100f4bad181a59f4df44397f7ccf76
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@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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@ -35,8 +36,8 @@ namespace SemiColinGames {
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private const int swordSwingMax = 6;
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private const int swordSwingMax = 6;
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private float ySpeed = 0;
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private float ySpeed = 0;
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public Player(Texture2D texture) {
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public Player(ContentManager content) {
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this.texture = texture;
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this.texture = content.Load<Texture2D>("sprites/ccg/ninja_female");
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}
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}
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public int Facing { get; private set; } = 1;
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public int Facing { get; private set; } = 1;
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@ -18,7 +18,7 @@ namespace SemiColinGames {
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readonly Texture2D grasslandBg1;
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readonly Texture2D grasslandBg1;
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readonly Texture2D grasslandBg2;
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readonly Texture2D grasslandBg2;
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public Scene(GraphicsDevice graphics, Camera camera, ContentManager content) {
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public Scene(ContentManager content, GraphicsDevice graphics, Camera camera) {
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Enabled = false;
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Enabled = false;
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this.graphics = graphics;
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this.graphics = graphics;
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this.camera = camera;
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this.camera = camera;
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@ -1,9 +1,8 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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using MonoGame.Framework.Utilities;
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using System;
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using System;
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using System.Collections.Generic;
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namespace SemiColinGames {
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namespace SemiColinGames {
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public class SneakGame : Game {
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public class SneakGame : Game {
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@ -33,6 +32,8 @@ namespace SemiColinGames {
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Camera camera = new Camera();
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Camera camera = new Camera();
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public SneakGame() {
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public SneakGame() {
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Debug.WriteLine("MonoGame platform: " + PlatformInfo.MonoGamePlatform +
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" w/ graphics backend: " + PlatformInfo.GraphicsBackend);
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graphics = new GraphicsDeviceManager(this) {
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graphics = new GraphicsDeviceManager(this) {
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SynchronizeWithVerticalRetrace = true,
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SynchronizeWithVerticalRetrace = true,
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GraphicsProfile = GraphicsProfile.HiDef
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GraphicsProfile = GraphicsProfile.HiDef
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@ -69,9 +70,9 @@ namespace SemiColinGames {
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private void LoadLevel() {
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private void LoadLevel() {
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framesToSuppress = 2;
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framesToSuppress = 2;
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camera = new Camera();
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camera = new Camera();
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player = new Player(Content.Load<Texture2D>("sprites/ccg/ninja_female"));
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player = new Player(Content);
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world = new World(Content.Load<Texture2D>("tiles/anokolisa/grassland"), Levels.ONE_ONE);
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world = new World(Content, Levels.ONE_ONE);
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scene = new Scene(GraphicsDevice, camera, Content);
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scene = new Scene(Content, GraphicsDevice, camera);
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}
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}
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// Called once per game. Unloads all game content.
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// Called once per game. Unloads all game content.
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@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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@ -83,7 +84,8 @@ namespace SemiColinGames {
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{ 'X', Terrain.Block }
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{ 'X', Terrain.Block }
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};
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};
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public World(Texture2D texture, string levelSpecification) {
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public World(ContentManager content, string levelSpecification) {
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Texture2D texture = content.Load<Texture2D>("tiles/anokolisa/grassland");
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var tilesList = new List<Tile>();
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var tilesList = new List<Tile>();
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string[] worldDesc = levelSpecification.Split('\n');
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string[] worldDesc = levelSpecification.Split('\n');
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
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tileWidth = worldDesc.AsQueryable().Max(a => a.Length);
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