Example #1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            switch (brickColor)
            {
            case BrickColor.RED:
                brickSprite = contentManager.Load <Texture2D>(@"Content\brick_red");
                break;

            case BrickColor.BLUE:
                brickSprite = contentManager.Load <Texture2D>(@"Content\brick_blue");
                break;

            case BrickColor.YELLOW:
                brickSprite = contentManager.Load <Texture2D>(@"Content\brick_yellow");
                break;

            case BrickColor.GREEN:
                brickSprite = contentManager.Load <Texture2D>(@"Content\brick_green");
                break;
            }

            brickColorArray = Collisions.TextureTo2DArray(brickSprite);

            widthScale  = ((float)Game1.graphics.PreferredBackBufferWidth / (float)numOfBricks) / (float)brickSprite.Width;
            scaleVector = new Vector2((widthScale * 0.8f), 0.2f);

            int yPos = (BRICK_GAP * (rowNumber + 1) + ((int)Height * rowNumber));

            Y = yPos;
        }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            paddleSprite = contentManager.Load <Texture2D>(@"Content\paddle_red");

            paddleColorArray = Collisions.TextureTo2DArray(paddleSprite);
        }
Example #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Load the texture if it exists
            ballSprite = contentManager.Load <Texture2D>(@"Content\ball_black");

            ballColorArray = Collisions.TextureTo2DArray(ballSprite);
        }