/// <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); explosion = Content.Load <SoundEffect>(@"Sounds\explosion"); #if ZUNE backgroundThread.IsBackground = true; backgroundThread.Start(); #endif startMenu = Content.Load <Texture2D>(@"Textures\startmenu"); centerVector = new Vector2((viewportWidth - startMenu.Width) / 2, (viewportHeight - startMenu.Height) / 2); background.Load(spriteBatch); player.Load(spriteBatch); fade.Load(spriteBatch); explosionManager.Load(spriteBatch); fps.Load(spriteBatch); fps.InSpriteBatch = true; ActivateStartMenu(); }
/// <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); sphere = Content.Load <Model>(@"Models\sphere0"); fps.Load(spriteBatch); }
/// <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); fps.Load(spriteBatch); model = Content.Load <Model>(@"Models\asteroid1"); originalAsteroid = Content.Load <Texture2D>(@"Textures\asteroid1"); greyAsteroid = Content.Load <Texture2D>(@"Textures\asteroid1-grey"); effect = Content.Load <Effect>(@"Effects\AmbientTexture"); effect.Parameters["AmbientColor"].SetValue(Color.Red.ToVector4()); }
/// <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); fps.Load(spriteBatch); model = Content.Load <Model>(@"Models\asteroid1"); texture = Content.Load <Texture2D>(@"Textures\asteroid1"); effect = Content.Load <Effect>(@"Effects\AmbientTexture"); effect.Parameters["AmbientColor"].SetValue( Color.WhiteSmoke.ToVector4()); //skybox = Content.Load<Skybox>(@"Skyboxes\skybox2"); skybox.Load(@"Skyboxes\skybox2"); base.LoadContent(); }
/// <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); fps.Load(spriteBatch); tileSafeArea = Utility.GetTitleSafeArea(GraphicsDevice, .8f); hotSpotTexture = CreateTexture(4, 1); fireEffect = Content.Load <Effect>(@"Effects\Fire"); renderTarget1 = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.None);// DepthFormat.Depth24Stencil8); renderTarget2 = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.None); //); fire = null; }