protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here //texture = this.Content.Load<Texture2D>("Logo"); (No Longer Needed) gameContent = new Classes.GameContent(Content); // Get the screen dimensions. (To be honest? Probably don't need this...) //screenWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; //screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; _graphics.PreferredBackBufferWidth = screenWidth; _graphics.PreferredBackBufferHeight = screenHeight; _graphics.ApplyChanges(); // Create game objects int paddleX = (screenWidth - gameContent.imgPaddle.Width) / 2; // Center the paddle on the screen int paddleY = screenHeight - 100; // Set paddle 100px from the bottom paddlePlayer = new Classes.Paddle(paddleX, paddleY, screenWidth, _spriteBatch, gameContent); // Create the game paddle wall = new Classes.Wall(1,50, _spriteBatch, gameContent); gameBorder = new Classes.GameBorder(screenWidth, screenHeight, _spriteBatch, gameContent); }
private SpriteBatch spriteBatch; //allows us to write on backbuffer when we need to draw self // The function of our paddle which the player can move. public Paddle(float x, float y, float screenWidth, SpriteBatch spriteBatch, GameContent gameContent) { xPos = x; yPos = y; imgPaddle = gameContent.imgPaddle; Width = imgPaddle.Width; Height = imgPaddle.Height; this.spriteBatch = spriteBatch; ScreenWidth = screenWidth; }
private SpriteBatch spriteBatch; //allows us to write on backbuffer when we need to draw self // TODO: Figure out why Brick() needs a void, and why Paddle() doesn't. public Bricks(float x, float y, Color color, SpriteBatch spriteBatch, GameContent gameContent) { xPos = x; yPos = y; imgBrick = gameContent.imgBrick; Width = imgBrick.Width; Height = imgBrick.Height; this.spriteBatch = spriteBatch; isVisible = true; this.color = color; }
private SpriteBatch spriteBatch; //allows us to write on backbuffer when we need to draw self public GameBorder(float screenWidth, float screenHeight, SpriteBatch spriteBatch, GameContent gameContent) { Width = screenWidth; Height = screenHeight; imgPixel = gameContent.imgPixel; this.spriteBatch = spriteBatch; }