Beispiel #1
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = new ContentManager(ScreenManager.Game.Services, "Content");
            }

            font     = content.Load <SpriteFont>("menufont");
            gameFont = content.Load <SpriteFont>("gamefont");
            wheel.LoadContent(content.Load <Texture2D>("wheel"));
            arrow = content.Load <Texture2D>("arrow");

            foreach (TextureButton tb in buttons)
            {
                //tb.LoadContent(content.Load<Texture2D>("button"), content.Load<Texture2D>("button_pressed"), content.Load<SpriteFont>("menufont"));
            }

            buttonSpin.LoadContent(content.Load <Texture2D>("spin_it"), content.Load <Texture2D>("spin_it"), font);

            for (int i = 0; i < tabButtons.Count; i++)
            {
                tabButtons[i].LoadContent(content.Load <Texture2D>("pemain" + (i + 1) + "_unpressed"), content.Load <Texture2D>("pemain" + (i + 1)), font);
            }
            foreach (TextureButton tb in tabButtons)
            {
                //tb.LoadContent(content.Load<Texture2D>("button"), content.Load<Texture2D>("button_pressed"), content.Load<SpriteFont>("menufont"));
            }

            //buttonSpin.LoadContent(content.Load<Texture2D>("button"), font);
            // A real game would probably have more content than this sample, so
            // it would take longer to load. We simulate that by delaying for a
            // while, giving you a chance to admire the beautiful loading screen.
            Thread.Sleep(300);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }