/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); mFont = Content.Load <SpriteFont>("Fonts/mainFont"); menu = new Menu(mFont, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); map = new LevelMap(Content, "Maps/map"); player = new Player(map); map.Player = player; Dictionary <string, Animation> dicAnim = new Dictionary <string, Animation> { { "Walking_Down", new Animation(Content.Load <Texture2D>("Images/WalkingDown"), 3) }, { "Walking_Left", new Animation(Content.Load <Texture2D>("Images/WalkingLeft"), 3) }, { "Walking_Right", new Animation(Content.Load <Texture2D>("Images/WalkingRight"), 3) }, { "Walking_Up", new Animation(Content.Load <Texture2D>("Images/WalkingUp"), 3) } }; player.Init(dicAnim); uiItems = new List <UIItem>(); UIItem parchmentUI = new UIItem(Content.Load <Texture2D>("Images/Parchment"), EItemType.PARCHMENT); // deactivate parchementUI it will be activated when the parchment will be picked parchmentUI.IsActive = false; UIItem key1UI = new UIItem(Content.Load <Texture2D>("Images/Key1"), EItemType.KEY_1); // deactivate key1UI it will be activated when the key_1 will be picked key1UI.IsActive = false; key1UI.Position = new Vector2(0, parchmentUI.Bounds.Bottom + 20); UIItem key2UI = new UIItem(Content.Load <Texture2D>("Images/Key2"), EItemType.KEY_2); // deactivate key2UI it will be activated when the object_2 will be picked key2UI.IsActive = false; key2UI.Position = new Vector2(0, key1UI.Bounds.Bottom + 20); uiItems.Add(parchmentUI); uiItems.Add(key1UI); uiItems.Add(key2UI); dialogueUIText = new UIText(mFont) { Position = new Vector2(0, graphics.PreferredBackBufferHeight - 50), IsActive = false, Text = "..." }; victoryText = new UIText(mFont) { IsActive = false, Text = "VICTORY", TextColor = Color.Red }; victoryText.CenterOnScreen(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); Camera.Instance = new Camera(GraphicsDevice.Viewport, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); Camera.Init(Vector2.Zero, map.Bounds); InitGame(); }