/// <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); anim = Content.Load <GifAnimation.GifAnimation>("anim1"); // TODO: use this.Content to load your game content here }
/// <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. base.LoadContent(); anim1 = Content.Load<GifAnimation.GifAnimation>("chip4"); anim2 = Content.Load<GifAnimation.GifAnimation>("mob1"); TPEngine.Get().State.PushState(new TDBaseState(), true); }
/// <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. base.LoadContent(); anim1 = Content.Load <GifAnimation.GifAnimation>("chip4"); anim2 = Content.Load <GifAnimation.GifAnimation>("mob1"); TPEngine.Get().State.PushState(new TDBaseState(), true); }
public static void Create(SpriteBatch spriteBatch) { if (animated) { switch (whichUnit) { case 0: animation = droneWorker; break; case 1: animation = eye; break; case 2: animation = tank; break; } spriteBatch.Draw(animation.GetTexture(), position, Color.White); } else { switch (whichUnit) { case 0: unitBackground = cementary; break; case 1: unitBackground = palace; break; case 2: unitBackground = obserwatorium; break; default: unitBackground = defaultBackground; break; } spriteBatch.Draw(unitBackground, position, Color.White); } }
public static void Initialize(ContentManager content) { width = 150; height = 150; position = new Rectangle(0, GUI.screenHeight, width, height); defaultBackground = content.Load<Texture2D>("GUI/tlo"); droneWorker = content.Load<GifAnimation.GifAnimation>("GUI/units/Drone_Worker"); tank = content.Load<GifAnimation.GifAnimation>("GUI/units/czolg"); eye = content.Load<GifAnimation.GifAnimation>("GUI/units/Oko"); cementary = content.Load<Texture2D>("GUI/buildings/cementary"); palace = content.Load<Texture2D>("GUI/buildings/palac"); obserwatorium = content.Load<Texture2D>("GUI/buildings/obserwatorium"); animation = tank; isUp = true; upTime = 1.0f; downTime = 1.0f; animated = false; whichUnit = int.MaxValue; }