/// <summary> /// /// </summary> override protected void LoadContent() { tileMap.AddTileTexture(Game.Content.Load <Texture2D>("Plain Block")); tileMap.AddTileTexture(Game.Content.Load <Texture2D>("Dirt Block")); tileMap.AddTileTexture(Game.Content.Load <Texture2D>("Stone Block")); tileMap.AddTileTexture(Game.Content.Load <Texture2D>("Water Block")); tileMap.AddDecalTexture(Game.Content.Load <Texture2D>("Tree Tall")); tileMap.AddDecalTexture(Game.Content.Load <Texture2D>("Rock")); tileMap.HighlightTexture = Game.Content.Load <Texture2D>("Selector"); tileMap.MoveIndicator = Game.Content.Load <Texture2D>("Highlight"); tileMap.AttackIndicator = Game.Content.Load <Texture2D>("Attack Highlight"); entityFactory.LoadContent(Game.Content); //Initializing Entity Positions. This should probably move. List <Entity> initialEntities = entityFactory.InitializeJiemyuAlpha1Layout(); //Initializing Teams List <Team> initialTeams = entityFactory.InitializeJiemyuAlpha1Teams(); foreach (Entity e in initialEntities) { tileMap.AddObject(e, tileMap.GetTileForPoint(e.Position)); //If it's on the top half of the map, add to top team. Otherwise bottom team. if (e.Position.Y < 684) { TurnManager.Instance.Add(e, initialTeams[0]); } else { TurnManager.Instance.Add(e, initialTeams[1]); } } spriteBatch = new SpriteBatch(GraphicsDevice); base.LoadContent(); }