/// <summary>
 /// Prepares the selection icon to draw.
 /// </summary>
 public static void Initialize()
 {
     sprite = new Sprite(ContentStorageManager.Get<Texture2D>("SelectionDisc"));
     sprite.Origin = (sprite.GetTextureSize() / 2);
     sprite.Scale = 1f;
     sprite.Color = Color.White;
     ClearSelection();
 }
Beispiel #2
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        /// <summary>
        /// When a star is created, it uses GetRandomNumber() to generate data about size,
        /// rotation and orbital bodies.
        /// </summary>
        public Star()
        {
            sprite = new Sprite(ContentStorageManager.Get<Texture2D>("Star"));

            sprite.Origin = (sprite.GetTextureSize() / 2);
            sprite.Rotation = GameControl.GetRandomNumber(8);
            sprite.Scale = (4 + GameControl.GetRandomNumber(6)) * .015f;
            totalOrbitalBodies = GameControl.GetRandomNumber(6);
            name = StarNames.GetRandomUnusedName();
            orbitalBodies = GalaxyGenerator.GenerateSolarSystem(totalOrbitalBodies, Color);
        }
        /// <summary>
        /// Initializes the control.
        /// </summary>
        protected override void Initialize()
        {
            ContentStorageManager.Store<Texture2D>("StarSystemStar", GameControl.content.Load<Texture2D>("StarSystemStar"));
            starSystemStar = new Sprite(ContentStorageManager.Get<Texture2D>("StarSystemStar"));
            starSystemStar.Origin = (starSystemStar.GetTextureSize() / 2);
            starSystemStar.Position = new Vector2(this.Size.Width / 2, this.Size.Height / 2);
            orbitPoint = starSystemStar.Position;

            // Hook the game think event to give us a place to do step by step calculations.
            GameControl.RaiseThinkEvent += delegate { Think(); };

            // Hook the game draw event to constantly redraw our animation.
            GameControl.RaiseDrawEvent += delegate { Draw(); };
        }