Forráskód Böngészése

RPG - Ensure ALL asset use Path.Combine to avoid slashing issues.

Dominique Louis 1 hónapja
szülő
commit
95303458f0
43 módosított fájl, 229 hozzáadás és 266 törlés
  1. 9 9
      RolePlayingGame/Core/Combat/CombatEngine.cs
  2. 11 11
      RolePlayingGame/Core/Fonts.cs
  3. 3 2
      RolePlayingGame/Core/GameScreens/ChestScreen.cs
  4. 7 6
      RolePlayingGame/Core/GameScreens/DialogueScreen.cs
  5. 4 3
      RolePlayingGame/Core/GameScreens/GameOverScreen.cs
  6. 10 9
      RolePlayingGame/Core/GameScreens/InnScreen.cs
  7. 14 13
      RolePlayingGame/Core/GameScreens/LevelUpScreen.cs
  8. 16 15
      RolePlayingGame/Core/GameScreens/ListScreen.cs
  9. 11 9
      RolePlayingGame/Core/GameScreens/PlayerSelectionScreen.cs
  10. 6 5
      RolePlayingGame/Core/GameScreens/QuestDetailsScreen.cs
  11. 7 6
      RolePlayingGame/Core/GameScreens/RewardsScreen.cs
  12. 13 12
      RolePlayingGame/Core/GameScreens/StatisticsScreen.cs
  13. 3 2
      RolePlayingGame/Core/GameScreens/StoreBuyScreen.cs
  14. 12 11
      RolePlayingGame/Core/GameScreens/StoreScreen.cs
  15. 3 2
      RolePlayingGame/Core/GameScreens/StoreSellScreen.cs
  16. 7 6
      RolePlayingGame/Core/MenuScreens/BackstoryScreen.cs
  17. 11 10
      RolePlayingGame/Core/MenuScreens/ControlsScreen.cs
  18. 3 3
      RolePlayingGame/Core/MenuScreens/LoadingScreen.cs
  19. 9 8
      RolePlayingGame/Core/MenuScreens/MainMenuScreen.cs
  20. 5 4
      RolePlayingGame/Core/MenuScreens/MessageBoxScreen.cs
  21. 9 8
      RolePlayingGame/Core/MenuScreens/SaveLoadScreen.cs
  22. 2 1
      RolePlayingGame/Core/ScreenManager/ScreenManager.cs
  23. 1 2
      RolePlayingGame/Core/Session/Party.cs
  24. 2 5
      RolePlayingGame/RolePlayingGameData/Animation/AnimatingSprite.cs
  25. 2 2
      RolePlayingGame/RolePlayingGameData/Characters/Character.cs
  26. 1 2
      RolePlayingGame/RolePlayingGameData/Characters/CharacterLevelDescription.cs
  27. 4 7
      RolePlayingGame/RolePlayingGameData/Characters/FightingCharacter.cs
  28. 1 1
      RolePlayingGame/RolePlayingGameData/Characters/Monster.cs
  29. 7 13
      RolePlayingGame/RolePlayingGameData/Characters/Player.cs
  30. 1 1
      RolePlayingGame/RolePlayingGameData/Characters/QuestNpc.cs
  31. 2 2
      RolePlayingGame/RolePlayingGameData/Gear/Gear.cs
  32. 3 6
      RolePlayingGame/RolePlayingGameData/Map/Chest.cs
  33. 1 3
      RolePlayingGame/RolePlayingGameData/Map/FixedCombat.cs
  34. 2 3
      RolePlayingGame/RolePlayingGameData/Map/Inn.cs
  35. 11 30
      RolePlayingGame/RolePlayingGameData/Map/Map.cs
  36. 1 2
      RolePlayingGame/RolePlayingGameData/Map/RandomCombat.cs
  37. 2 6
      RolePlayingGame/RolePlayingGameData/Map/Store.cs
  38. 3 4
      RolePlayingGame/RolePlayingGameData/Map/StoreCategory.cs
  39. 3 7
      RolePlayingGame/RolePlayingGameData/Quests/Quest.cs
  40. 1 2
      RolePlayingGame/RolePlayingGameData/Quests/QuestLine.cs
  41. 2 4
      RolePlayingGame/RolePlayingGameData/Quests/QuestRequirement.cs
  42. 3 8
      RolePlayingGame/RolePlayingGameData/Spell.cs
  43. 1 1
      RolePlayingGame/Tutorial_2_Engine.md

+ 9 - 9
RolePlayingGame/Core/Combat/CombatEngine.cs

@@ -913,9 +913,9 @@ namespace RolePlaying
             ContentManager content = Session.ScreenManager.Game.Content;
 
             damageCombatEffectTexture =
-                content.Load<Texture2D>(@"Textures\Combat\DamageIcon");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "DamageIcon"));
             healingCombatEffectTexture =
-                content.Load<Texture2D>(@"Textures\Combat\HealingIcon");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "HealingIcon"));
         }
 
 
@@ -1007,7 +1007,7 @@ namespace RolePlaying
             highlightForegroundSprite.SourceOffset =
                 new Vector2(frameDimensions.X / 2f, 40f);
             highlightForegroundSprite.Texture =
-                content.Load<Texture2D>(@"Textures\Combat\TilesheetSprangles");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "TilesheetSprangles"));
 
             frameDimensions = new Point(102, 54);
             highlightBackgroundSprite.FramesPerRow = 4;
@@ -1018,7 +1018,7 @@ namespace RolePlaying
             highlightBackgroundSprite.SourceOffset =
                 new Vector2(frameDimensions.X / 2f, frameDimensions.Y / 2f);
             highlightBackgroundSprite.Texture =
-                content.Load<Texture2D>(@"Textures\Combat\CharSelectionRing");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "CharSelectionRing"));
 
             primaryTargetSprite.FramesPerRow = 4;
             primaryTargetSprite.FrameDimensions = frameDimensions;
@@ -1028,7 +1028,7 @@ namespace RolePlaying
             primaryTargetSprite.SourceOffset =
                 new Vector2(frameDimensions.X / 2f, frameDimensions.Y / 2f);
             primaryTargetSprite.Texture =
-                content.Load<Texture2D>(@"Textures\Combat\Target1SelectionRing");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "Target1SelectionRing"));
 
             secondaryTargetSprite.FramesPerRow = 4;
             secondaryTargetSprite.FrameDimensions = frameDimensions;
@@ -1038,7 +1038,7 @@ namespace RolePlaying
             secondaryTargetSprite.SourceOffset =
                 new Vector2(frameDimensions.X / 2f, frameDimensions.Y / 2f);
             secondaryTargetSprite.Texture =
-                content.Load<Texture2D>(@"Textures\Combat\Target2SelectionRing");
+                content.Load<Texture2D>(Path.Combine("Textures", "Combat", "Target2SelectionRing"));
         }
 
 
@@ -1081,10 +1081,10 @@ namespace RolePlaying
                     primaryTargetedCombatant.Statistics.HealthPoints + "/" +
                     primaryTargetedCombatant.Character.CharacterStatistics.HealthPoints,
 #else
-                        primaryTargetedCombatant.Character.Name,
+                    primaryTargetedCombatant.Character.Name,
 #endif
-                        primaryTargetedCombatant.Position + new Vector2(0f, 42f),
-                        Color.White);
+                    primaryTargetedCombatant.Position + new Vector2(0f, 42f),
+                    Color.White);
                 }
             }
 

+ 11 - 11
RolePlayingGame/Core/Fonts.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework.Content;
 using System.Text;
 using Microsoft.Xna.Framework;
 using System.Collections.Generic;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -122,17 +123,16 @@ namespace RolePlaying
             }
 
             // load each font from the content pipeline
-            buttonNamesFont = contentManager.Load<SpriteFont>("Fonts/ButtonNamesFont");
-            captionFont = contentManager.Load<SpriteFont>("Fonts/CaptionFont");
-            damageFont = contentManager.Load<SpriteFont>("Fonts/DamageFont");
-            debugFont = contentManager.Load<SpriteFont>("Fonts/DebugFont");
-            descriptionFont = contentManager.Load<SpriteFont>("Fonts/DescriptionFont");
-            gearInfoFont = contentManager.Load<SpriteFont>("Fonts/GearInfoFont");
-            headerFont = contentManager.Load<SpriteFont>("Fonts/HeaderFont");
-            hudDetailFont = contentManager.Load<SpriteFont>("Fonts/HudDetailFont");
-            playerNameFont = contentManager.Load<SpriteFont>("Fonts/PlayerNameFont");
-            playerStatisticsFont = 
-                contentManager.Load<SpriteFont>("Fonts/PlayerStatisticsFont");
+            buttonNamesFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "ButtonNamesFont"));
+            captionFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "CaptionFont"));
+            damageFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "DamageFont"));
+            debugFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "DebugFont"));
+            descriptionFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "DescriptionFont"));
+            gearInfoFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "GearInfoFont"));
+            headerFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "HeaderFont"));
+            hudDetailFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "HudDetailFont"));
+            playerNameFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "PlayerNameFont"));
+            playerStatisticsFont = contentManager.Load<SpriteFont>(Path.Combine("Fonts", "PlayerStatisticsFont"));
         }
 
 

+ 3 - 2
RolePlayingGame/Core/GameScreens/ChestScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -261,9 +262,9 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             leftQuantityArrow = 
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowLeft");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowLeft"));
             rightQuantityArrow = 
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowRight");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowRight"));
         }
 
 

+ 7 - 6
RolePlayingGame/Core/GameScreens/DialogueScreen.cs

@@ -10,6 +10,7 @@ using System.Collections.Generic;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -188,15 +189,15 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             fadeTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
             backgroundTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
             scrollTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollButtons");
-            selectButtonTexture = content.Load<Texture2D>(@"Textures\Buttons\AButton");
-            backButtonTexture = content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollButtons"));
+            selectButtonTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
+            backButtonTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             lineTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SeparationLine");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SeparationLine"));
 
             backgroundPosition.X = (Session.BACK_BUFFER_WIDTH - backgroundTexture.Width) / 2;
             backgroundPosition.Y = (Session.BACK_BUFFER_HEIGHT - backgroundTexture.Height) / 2;

+ 4 - 3
RolePlayingGame/Core/GameScreens/GameOverScreen.cs

@@ -10,6 +10,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -67,9 +68,9 @@ namespace RolePlaying
         {
             ContentManager content = ScreenManager.Game.Content;
 
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
-            backTexture = content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
-            selectIconTexture = content.Load<Texture2D>(@"Textures\Buttons\AButton");
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
+            backTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
+            selectIconTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
 
             backgroundPosition.X = (Session.BACK_BUFFER_WIDTH - backTexture.Width) / 2;
             backgroundPosition.Y = (Session.BACK_BUFFER_HEIGHT - backTexture.Height) / 2;

+ 10 - 9
RolePlayingGame/Core/GameScreens/InnScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -129,21 +130,21 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             backgroundTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\GameScreenBkgd");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GameScreenBkgd"));
             plankTexture = 
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             selectIconTexture = 
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             backIconTexture = 
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             highlightTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\HighlightLarge");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "HighlightLarge"));
             arrowTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SelectionArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SelectionArrow"));
             conversationTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\ConversationStrip");
-            goldIcon = content.Load<Texture2D>(@"Textures\GameScreens\GoldIcon");
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ConversationStrip"));
+            goldIcon = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GoldIcon"));
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             screenRectangle = new Rectangle(0, 0,
                 Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);

+ 14 - 13
RolePlayingGame/Core/GameScreens/LevelUpScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -129,21 +130,21 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             backTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
             selectIconTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
-            portraitBackTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\PlayerSelected");
-            headerTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\Caption");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
+            portraitBackTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PlayerSelected"));
+            headerTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "Caption"));
             lineTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SeparationLine");
-            scrollUpTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollUp");
-            scrollDownTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollDown");
-            fadeTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SeparationLine"));
+            scrollUpTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollUp"));
+            scrollDownTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollDown"));
+            fadeTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             backgroundPosition.X = (Session.BACK_BUFFER_WIDTH - backTexture.Width) / 2;
             backgroundPosition.Y = (Session.BACK_BUFFER_HEIGHT - backTexture.Height) / 2;

+ 16 - 15
RolePlayingGame/Core/GameScreens/ListScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
 using System.Collections.ObjectModel;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -226,39 +227,39 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             // load the background textures
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
             backgroundTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\GameScreenBkgd");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GameScreenBkgd"));
             listTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\InfoDisplay");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "InfoDisplay"));
             plankTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             goldTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\GoldIcon");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GoldIcon"));
 
             // load the foreground textures
             highlightTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\HighlightLarge");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "HighlightLarge"));
             selectionArrowTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SelectionArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SelectionArrow"));
 
             // load the trigger images
             leftTriggerTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\LeftTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "LeftTriggerButton"));
             rightTriggerTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\RightTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "RightTriggerButton"));
             leftQuantityArrowTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowLeft");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowLeft"));
             rightQuantityArrowTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowRight");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowRight"));
             backButtonTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             selectButtonTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             xButtonTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\XButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "XButton"));
             yButtonTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\YButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "YButton"));
 
             // calculate the centered positions
             plankTexturePosition = new Vector2((Session.BACK_BUFFER_WIDTH - plankTexture.Width) / 2f, 67f);

+ 11 - 9
RolePlayingGame/Core/GameScreens/PlayerSelectionScreen.cs

@@ -12,6 +12,8 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.Runtime;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -106,26 +108,26 @@ namespace RolePlaying
         {
             ContentManager content = ScreenManager.Game.Content;
 
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             // Display screens
             playerInfoScreen =
-                content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
             popupPosition = new Vector2((Session.BACK_BUFFER_WIDTH / 2f), (Session.BACK_BUFFER_HEIGHT / 2f));
             popupPosition.X -= playerInfoScreen.Width / 2;
             popupPosition.Y -= playerInfoScreen.Height / 2;
 
             scoreBoard =
-                content.Load<Texture2D>(@"Textures\GameScreens\CountShieldWithArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "CountShieldWithArrow"));
             lineTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SeparationLine");
-            selectButton = content.Load<Texture2D>(@"Textures\Buttons\AButton");
-            backButton = content.Load<Texture2D>(@"Textures\Buttons\BButton");
-            tickMarkTexture = content.Load<Texture2D>(@"Textures\GameScreens\TickMark");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SeparationLine"));
+            selectButton = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
+            backButton = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
+            tickMarkTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "TickMark"));
             playerSelTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\PlayerSelected");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PlayerSelected"));
             playerUnSelTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\PlayerUnSelected");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PlayerUnSelected"));
 
             titlePosition = new Vector2(
                 (Session.BACK_BUFFER_WIDTH - Fonts.HeaderFont.MeasureString("Choose Player").X) / 2,

+ 6 - 5
RolePlayingGame/Core/GameScreens/QuestDetailsScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -80,14 +81,14 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             backgroundTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
             backIconTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             scrollTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollButtons");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollButtons"));
             lineTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SeparationLine");
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SeparationLine"));
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             // Get the screen positions
             screenSize = new Vector2(Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);

+ 7 - 6
RolePlayingGame/Core/GameScreens/RewardsScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -157,16 +158,16 @@ namespace RolePlaying
         {
             ContentManager content = ScreenManager.Game.Content;
             backTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\PopupScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "PopupScreen"));
             selectIconTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             scrollUpTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollUp");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollUp"));
             scrollDownTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollDown");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollDown"));
             lineTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\SeparationLine");
-            fadeTexture = content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SeparationLine"));
+            fadeTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             fadeDest = new Rectangle(0, 0, Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);
             backgroundPosition.X = (Session.BACK_BUFFER_WIDTH - backTexture.Width) / 2;

+ 13 - 12
RolePlayingGame/Core/GameScreens/StatisticsScreen.cs

@@ -5,6 +5,7 @@
 // Copyright (C) Microsoft Corporation. All rights reserved.
 //-----------------------------------------------------------------------------
 
+using System.IO;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
@@ -95,29 +96,29 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             statisticsScreen =
-                content.Load<Texture2D>(@"Textures\GameScreens\GameScreenBkgd");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GameScreenBkgd"));
             plankTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             scoreBoardTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\CountShieldWithArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "CountShieldWithArrow"));
             leftTriggerButton =
-                content.Load<Texture2D>(@"Textures\Buttons\LeftTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "LeftTriggerButton"));
             rightTriggerButton =
-                content.Load<Texture2D>(@"Textures\Buttons\RightTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "RightTriggerButton"));
             backButton =
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             selectButton =
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             dropButton =
-                content.Load<Texture2D>(@"Textures\Buttons\YButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "YButton"));
             statisticsBorder =
-                content.Load<Texture2D>(@"Textures\GameScreens\StatsBorderTable");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "StatsBorderTable"));
             borderLine =
-                content.Load<Texture2D>(@"Textures\GameScreens\LineBorder");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "LineBorder"));
             goldIcon =
-                content.Load<Texture2D>(@"Textures\GameScreens\GoldIcon");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GoldIcon"));
             fadeTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             screenRectangle = new Rectangle(0, 0, Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);
 

+ 3 - 2
RolePlayingGame/Core/GameScreens/StoreBuyScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -214,9 +215,9 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             leftQuantityArrow =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowLeft");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowLeft"));
             rightQuantityArrow =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowRight");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowRight"));
         }
 
 

+ 12 - 11
RolePlayingGame/Core/GameScreens/StoreScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -84,23 +85,23 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             shopDrawScreen = 
-                content.Load<Texture2D>(@"Textures\GameScreens\GameScreenBkgd");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GameScreenBkgd"));
             backButton = 
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             selectButton = 
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             highlightItem = 
-                content.Load<Texture2D>(@"Textures\GameScreens\HighlightLarge");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "HighlightLarge"));
             selectionArrow = 
-                content.Load<Texture2D>(@"Textures\GameScreens\SelectionArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SelectionArrow"));
             fadeTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
             conversationStrip =
-                content.Load<Texture2D>(@"Textures\GameScreens\ConversationStrip");
-            goldIcon = 
-                content.Load<Texture2D>(@"Textures\GameScreens\GoldIcon");
-            plankTexture = 
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ConversationStrip"));
+            goldIcon =
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "GoldIcon"));
+            plankTexture =
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
 
             screenRect = new Rectangle(0, 0, Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);
             plankPosition = new Vector2(

+ 3 - 2
RolePlayingGame/Core/GameScreens/StoreSellScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 
 namespace RolePlaying
@@ -176,9 +177,9 @@ namespace RolePlaying
             ContentManager content = ScreenManager.Game.Content;
 
             leftQuantityArrow =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowLeft");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowLeft"));
             rightQuantityArrow =
-                content.Load<Texture2D>(@"Textures\Buttons\QuantityArrowRight");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "QuantityArrowRight"));
         }
 
 

+ 7 - 6
RolePlayingGame/Core/MenuScreens/BackstoryScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -67,17 +68,17 @@ namespace RolePlaying
 
             ContentManager content = ScreenManager.Game.Content;
 
-            backgroundTexture = content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
+            backgroundTexture = content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenu"));
             plankTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             backTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             scrollUpTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollUp");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollUp"));
             scrollDownTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollDown");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollDown"));
             lineBorderTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\LineBorder");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "LineBorder"));
 
             plankPosition.X = backgroundTexture.Width / 2 - plankTexture.Width / 2;
             plankPosition.Y = 60;

+ 11 - 10
RolePlayingGame/Core/MenuScreens/ControlsScreen.cs

@@ -12,6 +12,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -182,25 +183,25 @@ namespace RolePlaying
 
             ContentManager content = ScreenManager.Game.Content;
             backgroundTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenu"));
             keyboardTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\KeyboardBkgd");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "KeyboardBkgd"));
             plankTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             backTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             baseBorderTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\LineBorder");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "LineBorder"));
             controlPadTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\ControlJoystick");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "ControlJoystick"));
             scrollUpTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollUp");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollUp"));
             scrollDownTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\ScrollDown");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "ScrollDown"));
             rightTriggerButton =
-                content.Load<Texture2D>(@"Textures\Buttons\RightTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "RightTriggerButton"));
             leftTriggerButton =
-                content.Load<Texture2D>(@"Textures\Buttons\LeftTriggerButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "LeftTriggerButton"));
 
             plankPosition.X = backgroundTexture.Width / 2 - plankTexture.Width / 2;
             plankPosition.Y = 60;

+ 3 - 3
RolePlayingGame/Core/MenuScreens/LoadingScreen.cs

@@ -9,6 +9,7 @@ using System;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -85,9 +86,8 @@ namespace RolePlaying
         public override void LoadContent()
         {
             ContentManager content = ScreenManager.Game.Content;
-            loadingTexture = content.Load<Texture2D>(@"Textures\MainMenu\LoadingPause");
-            loadingBlackTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+            loadingTexture = content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "LoadingPause"));
+            loadingBlackTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             loadingBlackTextureDestination = new Rectangle(0, 0, 
                 Session.BACK_BUFFER_WIDTH, Session.BACK_BUFFER_HEIGHT);

+ 9 - 8
RolePlayingGame/Core/MenuScreens/MainMenuScreen.cs

@@ -6,6 +6,7 @@
 //-----------------------------------------------------------------------------
 
 using System;
+using System.IO;
 using System.Linq;
 using System.Xml.Linq;
 using System.Xml.Serialization;
@@ -124,18 +125,18 @@ namespace RolePlaying
         {
             // load the textures
             ContentManager content = ScreenManager.Game.Content;
-            backgroundTexture = content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
+            backgroundTexture = content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenu"));
             descriptionAreaTexture =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuInfoSpace");
-            iconTexture = content.Load<Texture2D>(@"Textures\MainMenu\GameLogo");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuInfoSpace"));
+            iconTexture = content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "GameLogo"));
             plankTexture1 =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank"));
             plankTexture2 =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank02");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank02"));
             plankTexture3 =
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
-            backTexture = content.Load<Texture2D>(@"Textures\Buttons\BButton");
-            selectTexture = content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
+            backTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
+            selectTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
 
             // calculate the texture positions
             backgroundPosition = new Vector2(

+ 5 - 4
RolePlayingGame/Core/MenuScreens/MessageBoxScreen.cs

@@ -6,6 +6,7 @@
 //-----------------------------------------------------------------------------
 
 using System;
+using System.IO;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
@@ -75,11 +76,11 @@ namespace RolePlaying
         {
             ContentManager content = ScreenManager.Game.Content;
 
-            backgroundTexture = content.Load<Texture2D>(@"Textures\MainMenu\Confirm");
-            backTexture = content.Load<Texture2D>(@"Textures\Buttons\BButton");
-            selectTexture = content.Load<Texture2D>(@"Textures\Buttons\AButton");
+            backgroundTexture = content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "Confirm"));
+            backTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
+            selectTexture = content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             loadingBlackTexture =
-                content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "FadeScreen"));
 
             backgroundPosition = new Vector2(
                 (Session.BACK_BUFFER_WIDTH - backgroundTexture.Width) / 2,

+ 9 - 8
RolePlayingGame/Core/MenuScreens/SaveLoadScreen.cs

@@ -11,6 +11,7 @@ using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Graphics;
 using Microsoft.Xna.Framework.Content;
 using RolePlaying.Data;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -92,21 +93,21 @@ namespace RolePlaying
             // load the textures
             ContentManager content = ScreenManager.Game.Content;
             backgroundTexture = 
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenu");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenu"));
             plankTexture = 
-                content.Load<Texture2D>(@"Textures\MainMenu\MainMenuPlank03");
+                content.Load<Texture2D>(Path.Combine("Textures", "MainMenu", "MainMenuPlank03"));
             backTexture = 
-                content.Load<Texture2D>(@"Textures\Buttons\BButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "BButton"));
             selectTexture = 
-                content.Load<Texture2D>(@"Textures\Buttons\AButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "AButton"));
             deleteTexture =
-                content.Load<Texture2D>(@"Textures\Buttons\XButton");
+                content.Load<Texture2D>(Path.Combine("Textures", "Buttons", "XButton"));
             lineBorderTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\LineBorder");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "LineBorder"));
             highlightTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\HighlightLarge");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "HighlightLarge"));
             arrowTexture = 
-                content.Load<Texture2D>(@"Textures\GameScreens\SelectionArrow");
+                content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "SelectionArrow"));
 
             // calculate the image positions
             backgroundPosition = new Vector2(

+ 2 - 1
RolePlayingGame/Core/ScreenManager/ScreenManager.cs

@@ -13,6 +13,7 @@ using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
 using System.Text;
 using Microsoft.Xna.Framework.Input.Touch;
+using System.IO;
 
 namespace RolePlaying
 {
@@ -102,7 +103,7 @@ namespace RolePlaying
 
             spriteBatch = new SpriteBatch(GraphicsDevice);
 
-            blankTexture = content.Load<Texture2D>("Textures/GameScreens/blank");
+            blankTexture = content.Load<Texture2D>(Path.Combine("Textures", "GameScreens", "blank"));
 
             // Tell each of the screens to load their content.
             foreach (GameScreen screen in screens)

+ 1 - 2
RolePlayingGame/Core/Session/Party.cs

@@ -349,8 +349,7 @@ namespace RolePlaying
             inventory.AddRange(partyData.inventory);
             foreach (ContentEntry<Gear> entry in inventory)
             {
-                entry.Content = contentManager.Load<Gear>(
-                    Path.Combine("Gear", entry.ContentName));
+                entry.Content = contentManager.Load<Gear>(Path.Combine("Gear", entry.ContentName));
             }
 
             // set the party gold

+ 2 - 5
RolePlayingGame/RolePlayingGameData/Animation/AnimatingSprite.cs

@@ -433,9 +433,7 @@ namespace RolePlaying.Data
 
                 animatingSprite.TextureName = input.ReadString();
                 animatingSprite.Texture =
-                    input.ContentManager.Load<Texture2D>(
-                        System.IO.Path.Combine(@"Textures",
-                        animatingSprite.TextureName));
+                    input.ContentManager.Load<Texture2D>(Path.Combine("Textures", animatingSprite.TextureName));
                 animatingSprite.FrameDimensions = input.ReadObject<Point>();
                 animatingSprite.FramesPerRow = input.ReadInt32();
                 animatingSprite.SourceOffset = input.ReadObject<Vector2>();
@@ -479,8 +477,7 @@ namespace RolePlaying.Data
             var animatingSprite = new AnimatingSprite
             {
                 TextureName = (string)xElement.Element("TextureName"),
-                Texture = contentManager.Load<Texture2D>(
-                    Path.Combine(@"Textures", (string)xElement.Element("TextureName"))),
+                Texture = contentManager.Load<Texture2D>(Path.Combine("Textures", (string)xElement.Element("TextureName"))),
                 FrameDimensions = new Point(
                     int.Parse(xElement.Element("FrameDimensions").Value.Split(' ')[0]),
                     int.Parse(xElement.Element("FrameDimensions").Value.Split(' ')[1])),

+ 2 - 2
RolePlayingGame/RolePlayingGameData/Characters/Character.cs

@@ -7,6 +7,7 @@
 
 using System;
 using System.Diagnostics;
+using System.IO;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
@@ -309,8 +310,7 @@ namespace RolePlaying.Data
 
                 character.ResetAnimation(false);
 
-                character.shadowTexture = input.ContentManager.Load<Texture2D>(
-                    @"Textures\Characters\CharacterShadow");
+                character.shadowTexture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "CharacterShadow"));
 
                 return character;
             }

+ 1 - 2
RolePlayingGame/RolePlayingGameData/Characters/CharacterLevelDescription.cs

@@ -97,8 +97,7 @@ namespace RolePlaying.Data
                 // load all of the spells immediately
                 foreach (string spellContentName in desc.SpellContentNames)
                 {
-                    desc.spells.Add(input.ContentManager.Load<Spell>(
-                        System.IO.Path.Combine("Spells", spellContentName)));
+                    desc.spells.Add(input.ContentManager.Load<Spell>(Path.Combine("Spells", spellContentName)));
                 }
 
                 return desc;

+ 4 - 7
RolePlayingGame/RolePlayingGameData/Characters/FightingCharacter.cs

@@ -7,6 +7,7 @@
 
 using System;
 using System.Collections.Generic;
+using System.IO;
 using Microsoft.Xna.Framework.Content;
 
 namespace RolePlaying.Data
@@ -682,16 +683,13 @@ namespace RolePlaying.Data
 
                 // load the character class
                 fightingCharacter.CharacterClass =
-                    input.ContentManager.Load<CharacterClass>(
-                        System.IO.Path.Combine("CharacterClasses",
-                            fightingCharacter.CharacterClassContentName));
+                    input.ContentManager.Load<CharacterClass>(Path.Combine("CharacterClasses",fightingCharacter.CharacterClassContentName));
 
                 // populate the equipment list
                 foreach (string gearName in
                     fightingCharacter.InitialEquipmentContentNames)
                 {
-                    fightingCharacter.Equip(input.ContentManager.Load<Equipment>(
-                        System.IO.Path.Combine("Gear", gearName)));
+                    fightingCharacter.Equip(input.ContentManager.Load<Equipment>(Path.Combine("Gear", gearName)));
                 }
                 fightingCharacter.RecalculateEquipmentStatistics();
                 fightingCharacter.RecalculateTotalTargetDamageRange();
@@ -701,8 +699,7 @@ namespace RolePlaying.Data
                 foreach (ContentEntry<Gear> inventoryEntry in
                     fightingCharacter.Inventory)
                 {
-                    inventoryEntry.Content = input.ContentManager.Load<Gear>(
-                        System.IO.Path.Combine("Gear", inventoryEntry.ContentName));
+                    inventoryEntry.Content = input.ContentManager.Load<Gear>(Path.Combine("Gear", inventoryEntry.ContentName));
                 }
 
                 return fightingCharacter;

+ 1 - 1
RolePlayingGame/RolePlayingGameData/Characters/Monster.cs

@@ -116,7 +116,7 @@ namespace RolePlaying.Data
             };
 
             monster.CharacterClass = CharacterClass.Load(Path.Combine("CharacterClasses", monster.CharacterClassContentName), contentManager);
-            monster.ShadowTexture = contentManager.Load<Texture2D>(@"Textures\Characters\CharacterShadow");
+            monster.ShadowTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "CharacterShadow"));
 
             monster.AddStandardCharacterCombatAnimations();
             monster.AddStandardCharacterIdleAnimations();

+ 7 - 13
RolePlayingGame/RolePlayingGameData/Characters/Player.cs

@@ -238,16 +238,13 @@ namespace RolePlaying.Data
                 player.JoinRejectedDialogue = input.ReadString();
                 player.ActivePortraitTextureName = input.ReadString();
                 player.activePortraitTexture =
-                    input.ContentManager.Load<Texture2D>(
-                        Path.Combine("Textures", "Characters", "Portraits", player.ActivePortraitTextureName));
+                    input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", player.ActivePortraitTextureName));
                 player.InactivePortraitTextureName = input.ReadString();
                 player.inactivePortraitTexture =
-                    input.ContentManager.Load<Texture2D>(
-                        Path.Combine("Textures", "Characters", "Portraits", player.InactivePortraitTextureName));
+                    input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", player.InactivePortraitTextureName));
                 player.UnselectablePortraitTextureName = input.ReadString();
                 player.unselectablePortraitTexture =
-                    input.ContentManager.Load<Texture2D>(
-                        Path.Combine("Textures", "Characters", "Portraits", player.UnselectablePortraitTextureName));
+                    input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", player.UnselectablePortraitTextureName));
 
                 return player;
             }
@@ -327,14 +324,11 @@ namespace RolePlaying.Data
                 JoinAcceptedDialogue = (string)asset.Element("JoinAcceptedDialogue"),
                 JoinRejectedDialogue = (string)asset.Element("JoinRejectedDialogue"),
                 ActivePortraitTextureName = (string)asset.Element("ActivePortraitTextureName"),
-                ActivePortraitTexture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("ActivePortraitTextureName"))),
+                ActivePortraitTexture = contentManager.Load<Texture2D>( Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("ActivePortraitTextureName"))),
                 InactivePortraitTextureName = (string)asset.Element("InactivePortraitTextureName"),
-                InactivePortraitTexture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("InactivePortraitTextureName"))),
+                InactivePortraitTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("InactivePortraitTextureName"))),
                 UnselectablePortraitTextureName = (string)asset.Element("UnselectablePortraitTextureName"),
-                UnselectablePortraitTexture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("UnselectablePortraitTextureName"))),
+                UnselectablePortraitTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", (string)asset.Element("UnselectablePortraitTextureName"))),
                 Inventory = asset.Element("Inventory")?.Elements("Item")
                     .Select(x => new ContentEntry<Gear>
                     {
@@ -358,7 +352,7 @@ namespace RolePlaying.Data
 
             player.ResetAnimation(false);
 
-            player.ShadowTexture = contentManager.Load<Texture2D>(@"Textures\Characters\CharacterShadow");
+            player.ShadowTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "CharacterShadow"));
 
             return player;
         }

+ 1 - 1
RolePlayingGame/RolePlayingGameData/Characters/QuestNpc.cs

@@ -55,7 +55,7 @@ namespace RolePlaying.Data
 
             questNpc.ResetAnimation(false);
 
-            questNpc.ShadowTexture = contentManager.Load<Texture2D>(@"Textures\Characters\CharacterShadow");
+            questNpc.ShadowTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "CharacterShadow"));
 
             return questNpc;
         }

+ 2 - 2
RolePlayingGame/RolePlayingGameData/Gear/Gear.cs

@@ -12,6 +12,7 @@ using System.Diagnostics;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
+using System.IO;
 
 namespace RolePlaying.Data
 {
@@ -345,8 +346,7 @@ namespace RolePlaying.Data
                 gear.MinimumCharacterLevel = input.ReadInt32();
                 gear.SupportedClasses.AddRange(input.ReadObject<List<string>>());
                 gear.IconTextureName = input.ReadString();
-                gear.iconTexture = input.ContentManager.Load<Texture2D>(
-                    System.IO.Path.Combine(@"Textures\Gear", gear.IconTextureName));
+                gear.iconTexture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Gear", gear.IconTextureName));
 
                 return gear;
             }

+ 3 - 6
RolePlayingGame/RolePlayingGameData/Map/Chest.cs

@@ -119,13 +119,11 @@ namespace RolePlaying.Data
                     input.ReadObject<List<ContentEntry<Gear>>>());
                 foreach (ContentEntry<Gear> contentEntry in chest.Entries)
                 {
-                    contentEntry.Content = input.ContentManager.Load<Gear>(
-                        Path.Combine("Gear",  contentEntry.ContentName));
+                    contentEntry.Content = input.ContentManager.Load<Gear>(Path.Combine("Gear",  contentEntry.ContentName));
                 }
 
                 chest.TextureName = input.ReadString();
-                chest.Texture = input.ContentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Chests", chest.TextureName));
+                chest.Texture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Chests", chest.TextureName));
 
                 return chest;
             }
@@ -180,8 +178,7 @@ namespace RolePlaying.Data
                         Description = (string)gearAsset.Element("Description"),
                         GoldValue = (int?)gearAsset.Element("GoldValue") ?? 0,
                         IconTextureName = (string)gearAsset.Element("IconTextureName"),
-                        IconTexture = contentManager.Load<Texture2D>(
-                            Path.Combine("Textures", "Gear", (string)gearAsset.Element("IconTextureName"))),
+                        IconTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Gear", (string)gearAsset.Element("IconTextureName"))),
                         IsDroppable = (bool?)gearAsset.Element("IsDroppable") ?? true,
 
                         // Add other properties as needed

+ 1 - 3
RolePlayingGame/RolePlayingGameData/Map/FixedCombat.cs

@@ -87,9 +87,7 @@ namespace RolePlaying.Data
                     input.ReadObject<List<ContentEntry<Monster>>>());
                 foreach (ContentEntry<Monster> fixedCombatEntry in fixedCombat.Entries)
                 {
-                    fixedCombatEntry.Content = input.ContentManager.Load<Monster>(
-                        Path.Combine(@"Characters\Monsters", 
-                            fixedCombatEntry.ContentName));
+                    fixedCombatEntry.Content = input.ContentManager.Load<Monster>(Path.Combine("Characters", "Monsters", fixedCombatEntry.ContentName));
                 }
 
                 return fixedCombat;

+ 2 - 3
RolePlayingGame/RolePlayingGameData/Map/Inn.cs

@@ -6,6 +6,7 @@
 //-----------------------------------------------------------------------------
 
 using System;
+using System.IO;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
 
@@ -141,9 +142,7 @@ namespace RolePlaying.Data
                 inn.PaidMessage = input.ReadString();
                 inn.NotEnoughGoldMessage = input.ReadString();
                 inn.ShopkeeperTextureName = input.ReadString();
-                inn.shopkeeperTexture = input.ContentManager.Load<Texture2D>(
-                    System.IO.Path.Combine("Textures", "Characters", "Portraits", 
-                    inn.ShopkeeperTextureName));
+                inn.shopkeeperTexture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", inn.ShopkeeperTextureName));
 
                 return inn;
             }

+ 11 - 30
RolePlayingGame/RolePlayingGameData/Map/Map.cs

@@ -616,11 +616,9 @@ namespace RolePlaying.Data
                     int.Parse(asset.Element("SpawnMapPosition").Value.Split(' ')[0]),
                     int.Parse(asset.Element("SpawnMapPosition").Value.Split(' ')[1])), // e.g. [9, 7]
                 TextureName = (string)asset.Element("TextureName"),
-                Texture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Maps", "NonCombat", (string)asset.Element("TextureName"))),
+                Texture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Maps", "NonCombat", (string)asset.Element("TextureName"))),
                 CombatTextureName = (string)asset.Element("CombatTextureName"),
-                CombatTexture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Maps", "Combat", (string)asset.Element("CombatTextureName"))),
+                CombatTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Maps", "Combat", (string)asset.Element("CombatTextureName"))),
                 MusicCueName = (string)asset.Element("MusicCueName"),
                 CombatMusicCueName = (string)asset.Element("CombatMusicCueName"),
                 BaseLayer = asset.Element("BaseLayer").Value
@@ -858,15 +856,11 @@ namespace RolePlaying.Data
                 map.SpawnMapPosition = input.ReadObject<Point>();
 
                 map.TextureName = input.ReadString();
-                map.texture = input.ContentManager.Load<Texture2D>(
-                    System.IO.Path.Combine(@"Textures\Maps\NonCombat",
-                    map.TextureName));
+                map.texture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Maps", "NonCombat", map.TextureName));
                 map.tilesPerRow = map.texture.Width / map.TileSize.X;
 
                 map.CombatTextureName = input.ReadString();
-                map.combatTexture = input.ContentManager.Load<Texture2D>(
-                    System.IO.Path.Combine(@"Textures\Maps\Combat",
-                    map.CombatTextureName));
+                map.combatTexture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Maps", "Combat", map.CombatTextureName));
 
                 map.MusicCueName = input.ReadString();
                 map.CombatMusicCueName = input.ReadString();
@@ -886,13 +880,10 @@ namespace RolePlaying.Data
                         });
                 }
 
-                map.ChestEntries.AddRange(
-                    input.ReadObject<List<MapEntry<Chest>>>());
+                map.ChestEntries.AddRange(input.ReadObject<List<MapEntry<Chest>>>());
                 foreach (MapEntry<Chest> chestEntry in map.chestEntries)
                 {
-                    chestEntry.Content = input.ContentManager.Load<Chest>(
-                        System.IO.Path.Combine(@"Maps\Chests",
-                        chestEntry.ContentName)).Clone() as Chest;
+                    chestEntry.Content = input.ContentManager.Load<Chest>(Path.Combine("Maps", "Chests", chestEntry.ContentName)).Clone() as Chest;
                 }
 
                 // load the fixed combat entries
@@ -903,9 +894,7 @@ namespace RolePlaying.Data
                     map.fixedCombatEntries)
                 {
                     fixedCombatEntry.Content =
-                        input.ContentManager.Load<FixedCombat>(
-                        System.IO.Path.Combine(@"Maps\FixedCombats",
-                        fixedCombatEntry.ContentName));
+                        input.ContentManager.Load<FixedCombat>(Path.Combine("Maps", "FixedCombats", fixedCombatEntry.ContentName));
                     // clone the map sprite in the entry, as there may be many entries
                     // per FixedCombat
                     fixedCombatEntry.MapSprite =
@@ -926,9 +915,7 @@ namespace RolePlaying.Data
                 foreach (MapEntry<QuestNpc> questNpcEntry in
                     map.questNpcEntries)
                 {
-                    questNpcEntry.Content = input.ContentManager.Load<QuestNpc>(
-                        System.IO.Path.Combine(@"Characters\QuestNpcs",
-                        questNpcEntry.ContentName));
+                    questNpcEntry.Content = input.ContentManager.Load<QuestNpc>(Path.Combine("Characters", "QuestNpcs", questNpcEntry.ContentName));
                     questNpcEntry.Content.MapPosition = questNpcEntry.MapPosition;
                     questNpcEntry.Content.Direction = questNpcEntry.Direction;
                 }
@@ -938,9 +925,7 @@ namespace RolePlaying.Data
                 foreach (MapEntry<Player> playerNpcEntry in
                     map.playerNpcEntries)
                 {
-                    playerNpcEntry.Content = input.ContentManager.Load<Player>(
-                        System.IO.Path.Combine(@"Characters\Players",
-                        playerNpcEntry.ContentName)).Clone() as Player;
+                    playerNpcEntry.Content = input.ContentManager.Load<Player>(Path.Combine("Characters", "Players", playerNpcEntry.ContentName)).Clone() as Player;
                     playerNpcEntry.Content.MapPosition = playerNpcEntry.MapPosition;
                     playerNpcEntry.Content.Direction = playerNpcEntry.Direction;
                 }
@@ -950,9 +935,7 @@ namespace RolePlaying.Data
                 foreach (MapEntry<Inn> innEntry in
                     map.innEntries)
                 {
-                    innEntry.Content = input.ContentManager.Load<Inn>(
-                        System.IO.Path.Combine(@"Maps\Inns",
-                        innEntry.ContentName));
+                    innEntry.Content = input.ContentManager.Load<Inn>(Path.Combine("Maps", "Inns", innEntry.ContentName));
                 }
 
                 map.StoreEntries.AddRange(
@@ -960,9 +943,7 @@ namespace RolePlaying.Data
                 foreach (MapEntry<Store> storeEntry in
                     map.storeEntries)
                 {
-                    storeEntry.Content = input.ContentManager.Load<Store>(
-                        System.IO.Path.Combine(@"Maps\Stores",
-                        storeEntry.ContentName));
+                    storeEntry.Content = input.ContentManager.Load<Store>(Path.Combine("Maps", "Stores", storeEntry.ContentName));
                 }
 
                 return map;

+ 1 - 2
RolePlayingGame/RolePlayingGameData/Map/RandomCombat.cs

@@ -103,8 +103,7 @@ namespace RolePlaying.Data
                     input.ReadObject<List<WeightedContentEntry<Monster>>>());
                 foreach (ContentEntry<Monster> randomCombatEntry in randomCombat.Entries)
                 {
-                    randomCombatEntry.Content = input.ContentManager.Load<Monster>(
-                        Path.Combine("Characters", "Monsters", randomCombatEntry.ContentName));
+                    randomCombatEntry.Content = input.ContentManager.Load<Monster>(Path.Combine("Characters", "Monsters", randomCombatEntry.ContentName));
                 }
 
                 return randomCombat;

+ 2 - 6
RolePlayingGame/RolePlayingGameData/Map/Store.cs

@@ -130,9 +130,7 @@ namespace RolePlaying.Data
                 SellMultiplier = float.Parse(asset.Element("SellMultiplier").Value),
                 WelcomeMessage = asset.Element("WelcomeMessage").Value,
                 ShopkeeperTextureName = asset.Element("ShopkeeperTextureName").Value,
-                ShopkeeperTexture = contentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Characters", "Portraits",
-                    asset.Element("ShopkeeperTextureName").Value)),
+                ShopkeeperTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", asset.Element("ShopkeeperTextureName").Value)),
                 StoreCategories = asset.Element("StoreCategories")
                     .Elements("Item")
                     .Select(storeCategory => StoreCategory.Load(storeCategory, contentManager)).ToList(),
@@ -161,9 +159,7 @@ namespace RolePlaying.Data
                 store.StoreCategories.AddRange(input.ReadObject<List<StoreCategory>>());
                 store.WelcomeMessage = input.ReadString();
                 store.ShopkeeperTextureName = input.ReadString();
-                store.shopkeeperTexture = input.ContentManager.Load<Texture2D>(
-                    Path.Combine("Textures", "Characters", "Portraits",
-                    store.ShopkeeperTextureName));
+                store.shopkeeperTexture = input.ContentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "Portraits", store.ShopkeeperTextureName));
 
                 return store;
             }

+ 3 - 4
RolePlayingGame/RolePlayingGameData/Map/StoreCategory.cs

@@ -9,6 +9,7 @@ using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
 using System;
 using System.Collections.Generic;
+using System.IO;
 using System.Linq;
 using System.Xml.Linq;
 
@@ -91,8 +92,7 @@ namespace RolePlaying.Data
                 // populate the gear list based on the content names
                 foreach (string gearName in storeCategory.AvailableContentNames)
                 {
-                    storeCategory.AvailableGear.Add(input.ContentManager.Load<Gear>(
-                        System.IO.Path.Combine("Gear", gearName)));
+                    storeCategory.AvailableGear.Add(input.ContentManager.Load<Gear>(Path.Combine("Gear", gearName)));
                 }
 
                 return storeCategory;
@@ -124,8 +124,7 @@ namespace RolePlaying.Data
 					IsOffensive = bool.Parse(gearAsset.Element("IsOffensive").Value),
 					MinimumCharacterLevel = int.Parse(gearAsset.Element("MinimumCharacterLevel").Value),
 					IconTextureName = gearAsset.Element("IconTextureName").Value,
-					IconTexture = contentManager.Load<Texture2D>(
-                        System.IO.Path.Combine("Textures", "Gear", gearAsset.Element("IconTextureName").Value)),
+					IconTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Gear", gearAsset.Element("IconTextureName").Value)),
 					TargetDuration = int.Parse(gearAsset.Element("TargetDuration").Value),
 					AdjacentTargets = int.Parse(gearAsset.Element("AdjacentTargets").Value),
 					UsingCueName = gearAsset.Element("UsingCueName").Value,

+ 3 - 7
RolePlayingGame/RolePlayingGameData/Quests/Quest.cs

@@ -333,9 +333,7 @@ namespace RolePlaying.Data
                     quest.FixedCombatEntries)
                 {
                     fixedCombatEntry.Content =
-                        input.ContentManager.Load<FixedCombat>(
-                        Path.Combine("Maps", "FixedCombats",
-                        fixedCombatEntry.ContentName));
+                        input.ContentManager.Load<FixedCombat>(Path.Combine("Maps", "FixedCombats", fixedCombatEntry.ContentName));
                     // clone the map sprite in the entry, as there may be many entries
                     // per FixedCombat
                     fixedCombatEntry.MapSprite =
@@ -353,8 +351,7 @@ namespace RolePlaying.Data
                     input.ReadObject<List<WorldEntry<Chest>>>());
                 foreach (WorldEntry<Chest> chestEntry in quest.ChestEntries)
                 {
-                    chestEntry.Content = input.ContentManager.Load<Chest>(
-                        Path.Combine("Maps", "Chests", chestEntry.ContentName)).Clone() as Chest;
+                    chestEntry.Content = input.ContentManager.Load<Chest>(Path.Combine("Maps", "Chests", chestEntry.ContentName)).Clone() as Chest;
                 }
 
                 quest.DestinationMapContentName = input.ReadString();
@@ -368,8 +365,7 @@ namespace RolePlaying.Data
                     input.ReadObject<List<string>>());
                 foreach (string contentName in quest.GearRewardContentNames)
                 {
-                    quest.GearRewards.Add(input.ContentManager.Load<Gear>(
-                        Path.Combine("Gear", contentName)));
+                    quest.GearRewards.Add(input.ContentManager.Load<Gear>(Path.Combine("Gear", contentName)));
                 }
 
                 return quest;

+ 1 - 2
RolePlayingGame/RolePlayingGameData/Quests/QuestLine.cs

@@ -100,8 +100,7 @@ namespace RolePlaying.Data
                 questLine.QuestContentNames.AddRange(input.ReadObject<List<string>>());
                 foreach (string contentName in questLine.QuestContentNames)
                 {
-                    questLine.quests.Add(input.ContentManager.Load<Quest>(
-                        Path.Combine("Quests", contentName)));
+                    questLine.quests.Add(input.ContentManager.Load<Quest>(Path.Combine("Quests", contentName)));
 
                 }
 

+ 2 - 4
RolePlayingGame/RolePlayingGameData/Quests/QuestRequirement.cs

@@ -55,13 +55,11 @@ namespace RolePlaying.Data
                 input.ReadRawObject<ContentEntry<T>>(requirement as ContentEntry<T>);
                 if (typeof(T) == typeof(Gear))
                 {
-                    requirement.Content = input.ContentManager.Load<T>(
-                        Path.Combine("Gear", requirement.ContentName));
+                    requirement.Content = input.ContentManager.Load<T>(Path.Combine("Gear", requirement.ContentName));
                 }
                 else if (typeof(T) == typeof(Monster))
                 {
-                    requirement.Content = input.ContentManager.Load<T>(
-                        Path.Combine("Characters", "Monsters", requirement.ContentName));
+                    requirement.Content = input.ContentManager.Load<T>(Path.Combine("Characters", "Monsters", requirement.ContentName));
                 }
 
                 return requirement;

+ 3 - 8
RolePlayingGame/RolePlayingGameData/Spell.cs

@@ -6,6 +6,7 @@
 //-----------------------------------------------------------------------------
 
 using System;
+using System.IO;
 using Microsoft.Xna.Framework;
 using Microsoft.Xna.Framework.Content;
 using Microsoft.Xna.Framework.Graphics;
@@ -370,7 +371,7 @@ namespace RolePlaying.Data
                 spell.MagicPointCost = input.ReadInt32();
                 spell.IconTextureName = input.ReadString();
                 spell.iconTexture = input.ContentManager.Load<Texture2D>(
-                    System.IO.Path.Combine(@"Textures\Spells", spell.IconTextureName));
+                    Path.Combine("Textures", "Spells", spell.IconTextureName));
                 spell.IsOffensive = input.ReadBoolean();
                 spell.TargetDuration = input.ReadInt32();
                 spell.targetEffectRange = spell.InitialTargetEffectRange =
@@ -396,11 +397,6 @@ namespace RolePlaying.Data
             }
         }
 
-
-
-
-
-
         public object Clone()
         {
             Spell spell = new Spell();
@@ -438,8 +434,7 @@ namespace RolePlaying.Data
                 Description = asset.Element("Description")?.Value ?? "No Description",
                 MagicPointCost = int.Parse(asset.Element("MagicPointCost")?.Value ?? "0"),
                 IconTextureName = asset.Element("IconTextureName")?.Value ?? "UnknownIcon",
-                iconTexture = contentManager.Load<Texture2D>(
-                    System.IO.Path.Combine(@"Textures\Spells", asset.Element("IconTextureName").Value)),
+                iconTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Spells", asset.Element("IconTextureName").Value)),
                 IsOffensive = bool.Parse(asset.Element("IsOffensive")?.Value ?? "false"),
                 TargetDuration = int.Parse(asset.Element("TargetDuration")?.Value ?? "0"),
                 /*targetEffectRange = StatisticsRange.FromString(

+ 1 - 1
RolePlayingGame/Tutorial_2_Engine.md

@@ -497,7 +497,7 @@ protected override void LoadContent()
     TileEngine.Viewport \= graphics.GraphicsDevice.Viewport;
 
     // load the initial map and set it into the tile engine  
-    TileEngine.SetMap(Content.Load\<Map\>(@"Maps\\\\Map001"), null);  
+    TileEngine.SetMap(Content.Load\<Map\>(Path.Combine()"Maps", "Map001")), null);  
 }
 
 The tile engine needs to be updated. Call **TileEngine.Update** from **Game1.Update**: