protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Art.Load(Content); // TODO: use this.Content to load your game content here ship = new Ship(Art.Ship, ScaleToHighDPI(shipSize), ScaleToHighDPI(shipSize)); ship.Height = 125; ship.Width = 100; swarm = new ShipCollection(Art.Swarm, ScaleToHighDPI(swarmSize), ScaleToHighDPI(swarmSize)); starsFront = new RollingSprite(Art.StarsFront, ScaleToHighDPI(1.1f), ScaleToHighDPI(1f), screenWidth, screenHeight); starsBack = new RollingSprite(Art.StarsBack, ScaleToHighDPI(1.1f), ScaleToHighDPI(1f), screenWidth, screenHeight); lives = new LivesPanel(Art.Ship, ScaleToHighDPI(.4f), ScaleToHighDPI(.4f)); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here ship = new Ship(Content.Load <Texture2D>("ship"), Content.Load <Texture2D>("lazer"), Content.Load <Texture2D>("swarm_explode"), ScaleToHighDPI(shipSize), ScaleToHighDPI(shipSize)); ship.Height = 125; ship.Width = 100; swarm = new ShipCollection(Content.Load <Texture2D>("swarm"), Content.Load <Texture2D>("lazer"), Content.Load <Texture2D>("swarm_explode"), ScaleToHighDPI(swarmSize), ScaleToHighDPI(swarmSize)); starsFront = new RollingSprite(Content.Load <Texture2D>("starsFront"), ScaleToHighDPI(1.1f), ScaleToHighDPI(1f), screenWidth, screenHeight); starsBack = new RollingSprite(Content.Load <Texture2D>("starsBack"), ScaleToHighDPI(1.1f), ScaleToHighDPI(1f), screenWidth, screenHeight); lives = new LivesPanel(Content.Load <Texture2D>("ship"), ScaleToHighDPI(.4f), ScaleToHighDPI(.4f)); scoreFont = Content.Load <SpriteFont>("Score"); stateFont = Content.Load <SpriteFont>("GameState"); stateFontMedium = Content.Load <SpriteFont>("GameStateMedium"); gameOverTexture = Content.Load <Texture2D>("game-over"); }
void Awake() { pause = false; instance = this; }
void Start() { current = this; }