From 365bb3270298557d1a67f4f08acfaa2b5df347b4 Mon Sep 17 00:00:00 2001 From: Simon Holmberg Date: Fri, 28 Sep 2012 14:41:33 +0200 Subject: [PATCH] Cave concept level --- DepthsBelow/DepthsBelow/Core.cs | 4 ++-- .../DepthsBelowContent.contentproj | 14 ++++++++++++++ .../DepthsBelowContent/maps/Cave.Level1.tmx | 11 +++++++++++ .../DepthsBelowContent/maps/tilesets/cave.png | Bin 0 -> 109224 bytes 4 files changed, 27 insertions(+), 2 deletions(-) create mode 100755 DepthsBelow/DepthsBelowContent/maps/Cave.Level1.tmx create mode 100755 DepthsBelow/DepthsBelowContent/maps/tilesets/cave.png diff --git a/DepthsBelow/DepthsBelow/Core.cs b/DepthsBelow/DepthsBelow/Core.cs index 752f8e9..15cce3a 100644 --- a/DepthsBelow/DepthsBelow/Core.cs +++ b/DepthsBelow/DepthsBelow/Core.cs @@ -62,7 +62,7 @@ namespace DepthsBelow // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); - map = Content.Load("maps/test"); + map = Content.Load("maps/Cave.Level1"); // TODO: use this.Content to load your game content here Soldier.LoadContent(this); @@ -110,7 +110,7 @@ namespace DepthsBelow GraphicsDevice.Clear(Color.Black); // Start drawing using the camera transform - spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.Transform); + spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, camera.Transform); // Draw the level map.Draw(spriteBatch); diff --git a/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj b/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj index 47bf06b..dfd0e74 100644 --- a/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj +++ b/DepthsBelow/DepthsBelowContent/DepthsBelowContent.contentproj @@ -84,6 +84,20 @@ TextureProcessor + + + Cave.Level1 + MapProcessor + TmxImporter + + + + + cave + TextureImporter + TextureProcessor + +