/// <summary>
        /// Loads graphics content for this screen. The background texture is quite
        /// big, so we use our own local ContentManager to load it. This allows us
        /// to unload before going from the menus into the game itself, wheras if we
        /// used the shared ContentManager provided by the Game class, the content
        /// would remain loaded forever.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
                content = new ContentManager(ScreenManager.Game.Services, "Content");

            backgroundTexture = content.Load<Texture2D>("background");

            SoundManager.contentManager = content;
            SoundManager.LoadContent();
            SoundManager.PlayMainMenuSound();

            if (demo)
            {
                gameObjectManager = new GameObjectManager(GameObjectManager.Mode.Demo);
                gameObjectManager.ScreenManager = ScreenManager;

                //TODO: remove redundant code
                gameObjectManager.ContentManager = content;
                gameObjectManager.SpriteBatch = ScreenManager.SpriteBatch;

                gameObjectManager.LoadContent();
            }
        }
Example #2
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = GameStateManagementGame.content;

            }
            gameObjectManager = new GameObjectManager(GameObjectManager.Mode.Normal);
            gameObjectManager.ScreenManager = ScreenManager;

            //TODO: remove redundant code
            gameObjectManager.ContentManager = content;
            gameObjectManager.SpriteBatch = ScreenManager.SpriteBatch;

            gameObjectManager.LoadContent();

            gameFont = content.Load<SpriteFont>("gamefont");

            sprite = content.Load<Texture2D>("sprite");

            // A real game would probably have more content than this sample, so
            // it would take longer to load. We simulate that by delaying for a
            // while, giving you a chance to admire the beautiful loading screen.
            //Thread.Sleep(1000);

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }