protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Car.LoadContent(Content); ScoreUI.LoadContent(Content); GameOverUI.LoadContent(Content); FPSUI.LoadContent(Content); CountdownUI.LoadContent(Content); TitleUI.LoadContent(Content); //TODO: probably should load ALL content here. Some content (e.g. sign models) still loaded at runtime }
protected override void Initialize() { base.Initialize(); Graphics = GraphicsDevice; //Initialize physics tainicom.Aether.Physics2D.Settings.MaxPolygonVertices = 16; world = new World(Vector2.Zero); debugView = new DebugView(world); debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.PolygonPoints); debugView.LoadContent(GraphicsDevice, Content); //Create player player = new Player(Content, CarType.SPORT, world, adjustedSpeed); player.DodgeCompleteCallback = DodgeCompleted; player.CoinGetCallback = CoinGet; //Create objects environment = new EnvironmentManager(Content, world); trafficManager = new TrafficManager(Content, world); //Setup graphics Lighting.Initialize(); effect = Content.Load <Effect>("effect"); postProcessor = new PostProcessor(spriteBatch, Content.Load <Effect>("desaturate")); //Setup GUI scoreUI = new ScoreUI(); gameOverUI = new GameOverUI(); fpsUI = new FPSUI(); countdownUI = new CountdownUI(); titleUI = new TitleUI(); //Setup input InputManager.Initialize(); }