protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); // Onderstaande 4 textures worden gebruikt voor collision bepalingen. _tileTexture = Content.Load <Texture2D>("Tiles/L2/BlockA1"); _playerTexture = Content.Load <Texture2D>("Tiles/L2/BlockA1"); _enemyTexture = Content.Load <Texture2D>("Tiles/L2/BlockA1"); _bossTexture = Content.Load <Texture2D>("Tiles/L2/BlockA1"); _player = new Player(_playerTexture, new Vector2(50, 50), _spriteBatch); _vortex = new Vortex(null, new Vector2(0, 0), _spriteBatch); _demonHorde = new List <Enemy>(); _geryon = new Boss(_bossTexture, new Vector2(250, 250), _spriteBatch, _mobDistance, GeryonHealth); _geryon.Load(Content); _healthTexture = Content.Load <Texture2D>("18"); _player.Load(Content); _vortex.Load(Content); _board = new Board(_spriteBatch, _tileTexture, 59, 25); _board.CreateNewRandomBoard(); // Hier worden de ingestelde hoeveelheid (gc.MaxScoreCount) Coins in de speelwereld op een willekeurige plaats gezet, met controle dat deze niet // per ongeluk worden ingebouwd door random geplaatste blocked tiles. _coins = new List <Coin>(); for (int i = 0; i < gc.MaxScoreCount; i++) { Vector2 randPos = new Vector2((_rand.Next(0, Konquer.ScreenWidth / TileWidth) * TileWidth) + 24, _rand.Next(0, Konquer.ScreenHeight / TileHeight) * TileHeight); Rectangle coinRect = new Rectangle((int)randPos.X, (int)randPos.Y - TileHeight, TileWidth, TileHeight); if (!_board.HasRoomForRectangle(coinRect)) { randPos = new Vector2(_rand.Next(TileWidth, (ScreenWidth - (TileWidth * 2))), _rand.Next(0, Konquer.ScreenHeight / TileHeight) * TileHeight); coinRect = new Rectangle((int)randPos.X, (int)randPos.Y, TileWidth, TileHeight); } _coins.Add(new Coin(null, randPos, _spriteBatch)); _coins[i].Load(Content); } //Animated background List <Texture2D> _BG = new List <Texture2D>(); for (int i = 0; i < 8; i++) { _BG.Add(Content.Load <Texture2D>("BG/BG" + i)); } background1 = new Background(); background1.SetBG(_BG); //Font _myFont = Content.Load <SpriteFont>("DebugFont"); //Pause menu _pauseMenuTexture = new Texture2D(GraphicsDevice, 1, 1); _pauseMenuTexture.SetData(new[] { Color.DarkSlateBlue }); TriggerPauseGame(); }