/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); area = new Area(content.Load<Texture2D>("pinkArea"),new Vector2(500,500),0f,world); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 100), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 80), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(120, 100), world)); int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); Art.Load(content); gameFont = content.Load<SpriteFont>("gamefont"); ParticleManager = new ParticleManager<ParticleState>(1024 * 20, ParticleState.UpdateParticle); particleArt = content.Load<Texture2D>("Laser"); const int maxGridPoints = 1600; Vector2 gridSpacing = new Vector2((float)Math.Sqrt(1024 * 768 / maxGridPoints)); Rectangle posAndSize = new Rectangle(-75, -20, 1140, 640 ); // Grid = new Grid(this.ScreenManager.GraphicsDevice.Viewport.Bounds, gridSpacing); Grid = new Grid(posAndSize, gridSpacing); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); area = new Area(content.Load<Texture2D>("pinkArea"),new Vector2(500,500),0f,world); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 100), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 80), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(120, 100), world)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(500, 300), world, content, 20)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(600, 350), world, content, 25)); Drones[0].Stationary = true; int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }