protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Particle Engine Texture2D texture = Content.Load <Texture2D>("exhaust"); particleEngine = new ParticleEngine(texture, new Vector2(400, 240), 1); //Runners foreach (Runner mRunner in runnerList) { mRunner.LoadContent(Content, "run_cycle"); } //Heli heli.LoadContent(Content, "HeliAnimation6"); debugInfo.LoadContent(Content, "SpriteFont1"); //Shader tempRenderTarget = new RenderTarget2D(GraphicsDevice, 1280, 720); //ideally only do this once, not every frame effect1 = Content.Load <Effect>("Effect1"); effectParameter1 = effect1.Parameters["brightness"]; //Menu fonts menuFont = Content.Load <SpriteFont>("spriteFont1"); menuFont2 = Content.Load <SpriteFont>("spriteFont2"); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Particle Engine Texture2D texture = Content.Load<Texture2D>("exhaust"); particleEngine = new ParticleEngine(texture, new Vector2(400, 240), 1); //Runners foreach (Runner mRunner in runnerList) { mRunner.LoadContent(Content, "run_cycle"); } //Heli heli.LoadContent(Content, "HeliAnimation6"); debugInfo.LoadContent(Content, "SpriteFont1"); //Shader tempRenderTarget = new RenderTarget2D(GraphicsDevice, 1280, 720); //ideally only do this once, not every frame effect1 = Content.Load<Effect>("Effect1"); effectParameter1 = effect1.Parameters["brightness"]; //Menu fonts menuFont = Content.Load<SpriteFont>("spriteFont1"); menuFont2 = Content.Load<SpriteFont>("spriteFont2"); }