protected override void LoadContent() { LineEffect = new BasicEffect(Game.GraphicsDevice); LineEffect.EnableDefaultLighting(); LineEffect.DiffuseColor = new Vector3(1, 1, 1); LineEffect.VertexColorEnabled = true; LineEffect.LightingEnabled = false; LineEffect.TextureEnabled = false; sphereVertices = new VertexPositionColor[18]; for (int i = 0; i <= 16; i++) { float angle = (float)Math.PI * 2.0f * (float)i / 16; sphereVertices[i].Color = Color.GreenYellow; sphereVertices[i].Position = new Vector3(Sin(angle), Cos(angle), 0); } sphereVertices[17].Color = Color.GreenYellow; sphereVertices[17].Position = Vector3.Zero; Matrix terrainWorld = Matrix.CreateScale(0.03f); spriteBatch = new SpriteBatch(Game.GraphicsDevice); whiteTexture = new Texture2D(Game.GraphicsDevice, 1, 1, false, SurfaceFormat.Color); whiteTexture.SetData(new Color[1] { Color.White }); WaterRenderer.LoadContent(); base.LoadContent(); }
protected override void LoadContent() { //load a texture for each team foreach (string s in Game.Teamnames) { TeamTextures.Add(s, Game.Content.Load <Texture2D>("Textures/Teams/" + s)); } CrosshairTexture = Game.Content.Load <Texture2D>("Textures/Crosshair"); BallEffect = new BasicEffect(Game.GraphicsDevice); BallEffect.EnableDefaultLighting(); BallEffect.Texture = TeamTextures.Values.ElementAt(0); //default texture BallEffect.TextureEnabled = true; BallEffect.DirectionalLight0.Direction = new Vector3(1, -1, -1); BallEffect.AmbientLightColor = new Vector3(0.3f, 0.3f, 0.3f); BallEffect.PreferPerPixelLighting = true; BallEffect.SpecularColor = new Vector3(0.5f, 0.5f, 0.5f); BallEffect.SpecularPower = 4; BallModel = Game.Content.Load <Model>("Models/Ball"); BallModel.Meshes[0].MeshParts[0].Effect = BallEffect; EarthTexture = Game.Content.Load <Texture2D>("Textures/Dirt"); SandTexture = Game.Content.Load <Texture2D>("Textures/Sand"); StoneTexture = Game.Content.Load <Texture2D>("Textures/Stone"); TerrainEffect = Game.Content.Load <Effect>("Effects/Terrain"); RopeEffect = new BasicEffect(Game.GraphicsDevice); RopeEffect.LightingEnabled = false; RopeEffect.Texture = Game.Content.Load <Texture2D>("Textures/Rope"); RopeEffect.TextureEnabled = true; GraveEffect = new BasicEffect(Game.GraphicsDevice); GraveEffect.EnableDefaultLighting(); GraveEffect.Texture = Game.Content.Load <Texture2D>("Textures/RIP"); GraveEffect.TextureEnabled = true; GraveEffect.DirectionalLight0.Direction = new Vector3(1, -1, -1); GraveEffect.AmbientLightColor = new Vector3(0.3f); GraveEffect.PreferPerPixelLighting = true; GraveModel = Game.Content.Load <Model>("Models/RIP"); GraveModel.Meshes[0].MeshParts[0].Effect = GraveEffect; //CelShading = Game.Content.Load<Effect>("Effects/CelShading"); WaterRenderer.LoadContent(); WorldRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); base.LoadContent(); }