Editor.Frog.Load C# (CSharp) Method

Load() protected method

protected Load ( ) : void
return void
        protected override void Load()
        {
            StaticSprite frame1 = new StaticSprite();
            StaticSprite frame2 = new StaticSprite();

            frame1.Load(Parent.Engine.Content, "Froggy", new Rectangle(0, 0, 34, 29));
            frame1.Origin = new Vector2(17, 28);
            frame2.Load(Parent.Engine.Content, "Froggy", new Rectangle(34, 0, 34, 29));
            frame2.Origin = new Vector2(18, 28);

            frame1.Scale = 2f;
            frame2.Scale = 2f;
            _sequence.Scale = 2f;

            _sequence.AddSprite(frame1, 0.5f);
            _sequence.AddSprite(frame2, 0.5f);

            _sequence.RepeatIndefinitely = true;
            _sequence.Start();

            //_mask = new CircleMask(new PointFP(8, 8), 10);
            _mask = new AABBMask(new PointFP(-16, -32), new PointFP(16, 0));
            _mask.Position = _position;

            Dictionary<PlatformAction, PlatformAction> cmap = new Dictionary<PlatformAction, PlatformAction>();
            cmap[PlatformAction.Left] = PlatformAction.Left;
            cmap[PlatformAction.Right] = PlatformAction.Right;
            cmap[PlatformAction.Up] = PlatformAction.Up;
            cmap[PlatformAction.Down] = PlatformAction.Down;
            cmap[PlatformAction.Jump] = PlatformAction.Jump;
            cmap[PlatformAction.Action] = PlatformAction.Action;

            /*PaddleMovement<PaddleAction> behavior = new PaddleMovement<PaddleAction>(this, "player", cmap);
            behavior.Origin = new Vector2(400, 200);
            behavior.Range = 100;
            behavior.Speed = 120;
            behavior.Direction = PaddleDirection.Vertical;
            AddBehavior(behavior);*/

            /*PlayerPlatformMovement<PlatformAction> behavior = new PlayerPlatformMovement<PlatformAction>(this, "player", cmap);
            behavior.AccelX = (FPInt)0.5;
            behavior.DecelX = (FPInt)0.25;
            behavior.MinVelocityX = (FPInt)(-3);
            behavior.MaxVelocityX = (FPInt)3;
            behavior.AccelY = (FPInt)0.4;
            behavior.MinVelocityY = -12;
            behavior.MaxVelocityY = 12;
            behavior.AccelStateY = PlatformAccelState.Accelerate;*/

            //AddBehavior(behavior);

            CircleMovement circle = new CircleMovement(this, new PointFP(300, 300), 150, 1);
            AddBehavior(circle);
        }