/// <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); RAM.camera = new Camera(); RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont1")); RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont2")); RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont3")); RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont4")); RAM.Add_Font(Content.Load <SpriteFont>("SpriteFont5")); RAM.Add_Player(new TestPlayer(0, new Vector2(486, 543), new Vector2(-20, -130))); RAM.Add_Player(new TestPlayer2(1, new Vector2(1054, 445), Vector2.Zero)); RAM.Add_Player(new TestPlayer3(2, new Vector2(164, 634), Vector2.Zero)); RAM.Add_Player(new TestPlayer4(3, new Vector2(534, 543), Vector2.Zero)); RAM.Add_Player(new TestPlayer5(4, new Vector2(16 * 60, 8 * 60), Vector2.Zero)); //RAM.Add_Item(new ItemPotion()); RAM.Add_Item(new EquipmentItems("Rusty Armor", "It's old", 1)); RAM.Add_Item(new EquipmentItems("Paring Knife", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Semispathae", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Cutlass", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Main Gauche", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Claymore", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Gurkha", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Night Saber", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Heavy Sword", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Dragon Blade", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Plant Saber", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Sigh", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Bloody Dagger", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Ninja Sword", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Rock Buster", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Berserk Stinger", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Passing Showers", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Exorcist", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Quaking Blade", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Ancient Hero", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Blood Shark", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Crystal Blade", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Hero Blade", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Super Flashlight", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Dragon Slayer", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Ridill", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Regal Darkness", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Edmon Ninja", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Ogre Knife", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Titan's Treasure", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Heavenly Wings", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Hades Blade", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Hrunting", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Durandal", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("RFragarach", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Dainsleif", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Eckesachs", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Claiomh Solais", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Aroundight", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Yoshisuna", "It's a key... to a door", 1)); RAM.Add_Item(new EquipmentItems("Baal Sword", "It's a key... to a door", 1)); RAM.Add_Item(new BattleItems("Poison Pill", "It's a key... to a door", 1)); RAM.Add_Item(new BattleItems("Freeze Pill", "It's a key... to a door", 1)); RAM.Add_Item(new Synthesizing("Iron", "It's a key... to a door", 1)); RAM.Add_Item(new Synthesizing("Steel", "It's a key... to a door", 1)); RAM.Add_Item(new Synthesizing("Bronze", "It's a key... to a door", 1)); RAM.Add_Item(new Synthesizing("Sliver", "It's a key... to a door", 1)); RAM.Add_Item(new Synthesizing("Gold", "It's a key... to a door", 1)); RAM.Add_Item(new StoryItems("Blood", "It's old", 1)); RAM.Add_Item(new StoryItems("Key", "It's old", 1)); map = new Map(); // TODO: use this.Content to load your game content here }