public static void LoadContent(ContentManager content) { //load just one copy of each sprite sprites = new List<Texture2D>[NUM_FLAVORS]; spritesSelected = new List<Texture2D>[NUM_FLAVORS]; spritesHovered = new List<Texture2D>[NUM_FLAVORS]; for (int i = 0; i < NUM_FLAVORS; ++i) { sprites[i] = new List<Texture2D>(NUM_IMAGES); spritesSelected[i] = new List<Texture2D>(NUM_IMAGES); spritesHovered[i] = new List<Texture2D>(NUM_IMAGES); } //image naming conventions for different flavors string[] flavors = new string[NUM_FLAVORS]; flavors[FLAVOR_NORMAL] = ""; flavors[FLAVOR_BOMB] = "Bomb"; //Load the dead block sprite, using it for all dead blocks regardless of flavor for (int i = 0; i < NUM_FLAVORS; ++i) { sprites[i].Add(content.LoadImage(style + "Dead")); spritesSelected[i].Add(sprites[0][0]); spritesHovered[i].Add(sprites[0][0]); } for (int i = 1; i < NUM_IMAGES; ++i) { for (int j = 0; j < NUM_FLAVORS; ++j) { sprites[j].Add(content.LoadImage(style + i.ToString() + flavors[j])); spritesSelected[j].Add(content.LoadImage(style + i.ToString() + flavors[j] + "selected2")); spritesHovered[j].Add(content.LoadImage(style + i.ToString() + flavors[j] + "selected")); } } bombHighlight = content.LoadImage(style + "BombHighlightS"); //colors that roughly correspond to those for each image colors[0] = Color.Gray; colors[1] = Color.Red; colors[2] = Color.HotPink; colors[3] = Color.Purple; colors[4] = Color.Blue; colors[5] = Color.Cyan; colors[6] = Color.Green; colors[7] = Color.GreenYellow; colors[8] = Color.Yellow; colors[9] = Color.Orange; }