/// <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); //testImage = Content.Load<Texture2D>("Stupid"); testScene = new Scene(GraphicsDevice, spriteBatch); layer1 = new SpriteLayer(); layer2 = new SpriteLayer(); Line = Content.Load <Texture2D>("Line"); testMap = new TileMap("TileMaps/Tramtunnel1.tmx", 1, Content); testMap1 = new TileMap("TileMaps/Tramtunnel1.tmx", 3, Content); testMap1.Parent = layer2; testMap.Parent = layer1; testMap.Scale = new Vector2(1, 1); testMap1.Scale = new Vector2(1, 1); testScene.Layers.AddLast(layer1); testScene.Layers.AddLast(layer2); Polygon testPolygon = new Polygon(); testPolygon.addPoint(new Vector2(0, 100)); testPolygon.addPoint(new Vector2(-50, -2)); testPolygon.addPoint(new Vector2(50, -2)); Polygon testPolygon2 = new Polygon(); testPolygon2.addPoint(new Vector2(-40, -20)); testPolygon2.addPoint(new Vector2(30, -10)); testPolygon2.addPoint(new Vector2(30, 50)); testPolygon2.addPoint(new Vector2(-40, 35)); testPolygon.updateBounds(); testPolygon2.updateBounds(); testPoly = new PolygonCollider(testPolygon); testPoly2 = new PolygonCollider(testPolygon2); container1 = new GameObject(); container2 = new GameObject(); obj1 = new StaticObject(testPoly, container1); b1 = obj1.BoundingShape; obj2 = new StaticObject(testPoly2, container2); b2 = obj2.BoundingShape; physicsTree = new Quadtree(Vector2.Zero, 1000, 7); physicsTree.InsertBound(b2); physicsTree.InsertBound(b1); container1.Collider = obj1; container2.Collider = obj2; TestCollider = new TileCollider(); TestCollider.Map = testMap; TestCollider.TileSize = testMap.TileSets[0].TileHeight; audioManager.LoadContent(Content); SoundEffect windHowl = audioManager.LoadSoundEffect("wind_howl_1", Content); SoundEffectInstance windInstance = audioManager.MakeEmitter(windHowl, new Vector3(699f, 312f, 0f)); windInstance.IsLooped = true; windInstance.Play(); //test spatial audio emmiters }