/// <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); mainMenuButtons = new Texture2D[3]; map = Cell.Parse("1.txt"); cam = new Camera(map); mainMenuButtons[0] = Content.Load <Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load <Texture2D>("OptsButton"); cellT = Content.Load <Texture2D>("Cell"); font = Content.Load <SpriteFont>("SpriteFont1"); towersText = new Texture2D[10]; towersText[0] = Content.Load <Texture2D>("Tower"); uiTextures = new Texture2D[10]; uiTextures[0] = Content.Load <Texture2D>("planUI"); mainMenu = new IMenu(GameState.MainMenu); mainMenu.AddButton("Play", font, mainMenuButtons[0], GameState.LoadingMenu); mainMenu.AddButton("Options", font, mainMenuButtons[1], GameState.Options); mainMenu.AddButton("Quit", font, mainMenuButtons[0], GameState.Quit, Color.Yellow); inGameMenu = new IMenu(GameState.InGameMenu); inGameMenu.AddButton("Play", font, mainMenuButtons[0], GameState.InGame); inGameMenu.AddButton("Main Menu", font, mainMenuButtons[1], GameState.MainMenu); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0]); currentMenu = mainMenu; gameUi = new InGameUI(uiTextures); }
static public Cell[,] cleanMap(Cell[,] map) { for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { map = Cell.Parse("1.txt"); } } return(map); }