/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } font = content.Load <SpriteFont>("menufont"); gameFont = content.Load <SpriteFont>("gamefont"); wheel.LoadContent(content.Load <Texture2D>("wheel")); arrow = content.Load <Texture2D>("arrow"); foreach (TextureButton tb in buttons) { //tb.LoadContent(content.Load<Texture2D>("button"), content.Load<Texture2D>("button_pressed"), content.Load<SpriteFont>("menufont")); } buttonSpin.LoadContent(content.Load <Texture2D>("spin_it"), content.Load <Texture2D>("spin_it"), font); for (int i = 0; i < tabButtons.Count; i++) { tabButtons[i].LoadContent(content.Load <Texture2D>("pemain" + (i + 1) + "_unpressed"), content.Load <Texture2D>("pemain" + (i + 1)), font); } foreach (TextureButton tb in tabButtons) { //tb.LoadContent(content.Load<Texture2D>("button"), content.Load<Texture2D>("button_pressed"), content.Load<SpriteFont>("menufont")); } //buttonSpin.LoadContent(content.Load<Texture2D>("button"), font); // 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(300); // 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(); }