internal static void LoadContent(PkMnGame game, ContentManager content, GraphicsDevice graphicsDevice) { currentPalette = ScreenPalette.Normal; wavyShader = false; SpriteManager.game = game; Font = content.Load <SpriteFont>("font"); Font.LineSpacing += 28; FontSmall = content.Load <SpriteFont>("font-small"); Black = new Texture2D(graphicsDevice, 1, 1); Black.SetData(new Color[] { Color.Black }); White = new Texture2D(graphicsDevice, 1, 1); White.SetData(new Color[] { Color.White }); HudSelf = content.Load <Texture2D>("hud-self"); HudFoe = content.Load <Texture2D>("hud-foe"); HudFrame = content.Load <Texture2D>("hud-frame"); Balls = content.Load <Texture2D>("balls"); HPBar = content.Load <Texture2D>("hp-bar"); Front = content.Load <Texture2D>("front"); Back = content.Load <Texture2D>("back"); PartyIcons = content.Load <Texture2D>("party-icons"); HudSmall = content.Load <Texture2D>("hud-small"); EffectSprites = new Dictionary <string, Texture2D>(); foreach (string file in Directory.GetFiles(Path.Combine(content.RootDirectory, "effect-sprites"))) { EffectSprites[Path.GetFileNameWithoutExtension(file)] = content.Load <Texture2D>(Path.Combine("effect-sprites", Path.GetFileNameWithoutExtension(file))); } ShaderColor = content.Load <Effect>("shader-color"); ShaderWavy = content.Load <Effect>("shader-wavy"); }
public SpecialEffectManager(PkMnGame parent) : base(parent, 0, 0, 0, 0) { queue = new Queue <ISpecialEffect>(); }