protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here player.LoadContent(Content); ballModel.LoadContent(Content); terrainModel.LoadContent(Content); font = Content.Load <SpriteFont>("default_font"); levelUp = Content.Load <SoundEffect>("level_up"); ballColors = Content.Load <BallColorContent>("ballcolors"); rainParticles = new ParticleSystem(_graphics.GraphicsDevice, 500, ballModel.ImpactTexture); rainParticles.BlendState = BlendState.Opaque; rainParticles.SpawnPerFrame = 5; rainParticles.SpawnParticle = (ref Particle p, Random r) => { p.acceleration = Vector2.Zero; p.color = Color.CornflowerBlue; p.life = 1f; p.scale = 1; p.velocity = new Vector2(0, 1000); p.position = new Vector2((float)(r.NextDouble() * 2.0f - 1.0f) * WorldSize, 0); }; rainParticles.UpdateParticle = ParticleSystem.DefaultParticleUpdater; AddBall(); }