/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { BasicEffect be = new BasicEffect(GraphicsDevice); be.VertexColorEnabled = true; Random random = new Random(); // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); _players = new Genesoid[10]; for (int p = 0; p < _players.Length; p++) { Genesoid player = new Genesoid(this.GraphicsDevice, 1.5f, Color.White); player.Position = new Vector3(RandomFloat(random, -10f, 10f), 0f, RandomFloat(random, -10f, 10f)); player.Velocity = new Vector3( RandomFloat(random, -20f, 20f), 0f, RandomFloat(random, -20f, 20f)); _players[p] = player; } _font = Content.Load<SpriteFont>(@"Fonts/Font"); FrameRate fr = new FrameRate(this, _spriteBatch, _font); Components.Add(fr); _label = new Label(this, _spriteBatch, _font); _label.Position = new Vector2(0, 20); Components.Add(_label); _label2 = new Label(this, _spriteBatch, _font); _label2.Position = new Vector2(0, 40); Components.Add(_label2); _label3 = new Label(this, _spriteBatch, _font); _label3.Position = new Vector2(0, 60); Components.Add(_label3); _label4 = new Label(this, _spriteBatch, _font); _label4.Position = new Vector2(0, 80); Components.Add(_label4); _label5 = new Label(this, _spriteBatch, _font); _label5.Position = new Vector2(0, 100); Components.Add(_label5); _label6 = new Label(this, _spriteBatch, _font); _label6.Position = new Vector2(0, 120); Components.Add(_label6); _cursor = new Cursor(this, _gameCamera); _label.Caption = "Camera"; _label.Value = _gameCamera.Position.ToString(); _label2.Caption = "Up"; _label2.Value = _gameCamera.Up.ToString(); _label3.Caption = "Theta"; _label3.Value = _gameCamera.Theta.ToString(); _label4.Caption = "Target"; _label4.Value = _gameCamera.Target.ToString(); _label5.Caption = "Mouse"; _label5.Value = _cursor.Position.ToString(); _label6.Caption = "ViewPort"; _label6.Value = GraphicsDevice.Viewport.ToString(); _line = new RoundedLine(GraphicsDevice, 3f, 20f, 20, Color.Yellow); _line.Position = Vector3.Zero; _line.Velocity = Vector3.Zero; _line.Rotation = new Vector3(0, 0, 0); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { BasicEffect be = new BasicEffect(GraphicsDevice); be.VertexColorEnabled = true; Random random = new Random(); // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); _font = Content.Load<SpriteFont>(@"Fonts/Font"); FrameRate fr = new FrameRate(this, _spriteBatch, _font); Components.Add(fr); _label = new Label(this, _spriteBatch, _font); _label.Position = new Vector2(0, 20); Components.Add(_label); _label2 = new Label(this, _spriteBatch, _font); _label2.Position = new Vector2(0, 40); Components.Add(_label2); _label3 = new Label(this, _spriteBatch, _font); _label3.Position = new Vector2(0, 60); Components.Add(_label3); _label4 = new Label(this, _spriteBatch, _font); _label4.Position = new Vector2(0, 80); Components.Add(_label4); _label5 = new Label(this, _spriteBatch, _font); _label5.Position = new Vector2(0, 100); Components.Add(_label5); _label6 = new Label(this, _spriteBatch, _font); _label6.Position = new Vector2(0, 120); Components.Add(_label6); _cursor = new Cursor(this, _gameCamera); _label.Caption = "Camera"; _label.Value = _gameCamera.Position.ToString(); _label2.Caption = "Up"; _label2.Value = _gameCamera.Up.ToString(); _label3.Caption = "Theta"; _label3.Value = _gameCamera.Theta.ToString(); _label4.Caption = "Target"; _label4.Value = _gameCamera.Target.ToString(); _label5.Caption = "Mouse"; _label5.Value = _cursor.Position.ToString(); _label6.Caption = "ViewPort"; _label6.Value = GraphicsDevice.Viewport.ToString(); CreateNetwork(); }