/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Util.UI.Elements.Button.ButtonFont = ContentManager.Load <SpriteFont>("Arial"); Util.UI.Elements.TextView.TextViewFont = ContentManager.Load <SpriteFont>("ArialSmall"); PrimitiveDrawer = new Primitive(Graphics.GraphicsDevice, spriteBatch); PrimitiveDrawer.Depth = 1.0f; Hud = new Hud(); Camera.LoadContent(); Hud.LoadContent(); MovingEntityRenderer.LoadContent(); GameRenderer.LoadContent(); Player.Init(); Player.ConnectToWorld(); LivingEntityType.Create(new WorldPosition(WorldGrid.BlockSize.X * 3, WorldGrid.BlockSize.Y * 3, Interior.Outside), LivingEntityType.lookup[3]).ConnectToWorld(); AppDomain.CurrentDomain.ProcessExit += new EventHandler((object sender, EventArgs e) => { SaveAndExit(); }); }
public static void Draw(SpriteBatch spriteBatch, GameTime gameTime, SimulationGame simulationGame) { simulationGame.GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(SimulationGame.Camera, SpriteSortMode.FrontToBack); WorldRenderer.Draw(spriteBatch, gameTime); if (SimulationGame.IsGodMode) { MovingEntityRenderer.Draw(spriteBatch, gameTime, SimulationGame.Player); } spriteBatch.End(); LightningRenderer.Draw(spriteBatch, gameTime); // Hud spriteBatch.Begin(); SimulationGame.Hud.Draw(spriteBatch, gameTime); spriteBatch.End(); }