/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } asteroidManager = new AsteroidManager(content, Mode.TITLE); starField = new StarField(content); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } gameFont = content.Load <SpriteFont>("font/gamefont"); asteroidManager = new AsteroidManager(content, Mode.GAME); // Create the players ship if (networkSession == null) { Player p = new Player(content, ControllingPlayer); p.onGameOver += OnGameOver; // Set HUD properties p.ScoreRegion = scoreRegions[0]; players.Add(p); } // Load Background Music - (http://freemusicarchive.org/music/Edward_Shallow/World_Head_Law/02_Poisons__Potions) backgroundMusic = content.Load <Song>("sound/background"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. //Thread.Sleep(1000); // Create the star field starField = new StarField(content); // Initialize the game InitGame(); // 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(); }