protected override void Initialize() { IsMouseVisible = true; // Initialize the lighting system penumbra.Initialize(); penumbra.AmbientColor = new Color(new Vector3(0.7f)); //penumbra.Debug = true; // Our world for the physics body world = new World(Vector2.Zero); // Initialize the physics debug view PhysicsDebugView = new DebugViewXNA(world); PhysicsDebugView.LoadContent(GraphicsDevice, Content); PhysicsDebugView.RemoveFlags(DebugViewFlags.Controllers); PhysicsDebugView.RemoveFlags(DebugViewFlags.Joint); PhysicsDebugView.RemoveFlags(DebugViewFlags.Shape); PhysicsDebugView.DefaultShapeColor = new Color(255, 255, 0); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.SynchronizeWithVerticalRetrace = true; IsFixedTimeStep = false; base.Initialize(); }
public override void LoadContent() { base.LoadContent(); //We enable diagnostics to show get values for our performance counters. Settings.EnableDiagnostics = true; if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } if (PauseMenu == null) { PauseMenu = new PauseScreen(this); } // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public EggGameScreen(Game1 game) : base(game, game.Camera.Clone()) { ConvertUnits.SetDisplayUnitToSimUnitRatio(64f); _eggtastic = game; Clips = new Dictionary<string, Clip>(); Enemies = new List<EnemyEntity>(); Eggs = new List<EggEntity>(); QueuedForDisposal = new List<CharacterEntity>(); QueuedForCreation = new List<CharacterEntity>(); ScreenSizeDefault = new Vector2(1280, 720); GraphicsDevice = game.GraphicsDevice; Viewport = GraphicsDevice.Viewport; ScreenCenter = new Vector2(ScreenSizeDefault.X / 2f, ScreenSizeDefault.Y / 2f); Content = game.Content; gameFont = Content.Load<SpriteFont>("GameFont"); #if !ANDROID BackgroundMusic = Content.Load<Song>("background-music"); MediaPlayer.Play(BackgroundMusic); MediaPlayer.Volume = 0.5f; #endif Corners = new Vertices(4); Corners.Add(new Vector2(0f)); // top-left Corners.Add(new Vector2(ScreenSizeDefault.X, 0f)); // top-right Corners.Add(new Vector2(ScreenSizeDefault.X, ScreenSizeDefault.Y)); // bottom-right Corners.Add(new Vector2(0f, ScreenSizeDefault.Y)); // bottom-left projection = Matrix.CreateOrthographicOffCenter(0f, ConvertUnits.ToSimUnits(ScreenSizeDefault.X), ConvertUnits.ToSimUnits(ScreenSizeDefault.Y), 0f, 0f, 1f); World = new World(new Vector2(0, 0)); DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(GraphicsDevice, Content); if (Tweak.SHOW_PHYSICS_ON_START) EnableOrDisableFlag(DebugViewFlags.Shape); Tweak.Init(); InitialiseClips(); _enemySpawner = new EnemySpawner(this, Clips["enemy"]); // World is 1 screen high, N screens wide _border = new Border(World, new Vector2(ScreenSizeDefault.X * PLAY_AREA_WIDTH_IN_SCREENS, ScreenSizeDefault.Y)); InitialiseLevel(); }
/// <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); _world = new World(new Vector2(0,0)); _debugView = new DebugViewXNA(_world); // default is shape, controller, joints // we just want shapes to display _debugView.RemoveFlags(DebugViewFlags.Controllers); _debugView.RemoveFlags(DebugViewFlags.Joint); _debugView.LoadContent(GraphicsDevice, Content); //_debugView.LoadContent(GraphicsDevice, Content); // Create and position our floor _floor = BodyFactory.CreateRectangle( _world, ConvertUnits.ToSimUnits(480), ConvertUnits.ToSimUnits(50), 10f); _floor.Position = ConvertUnits.ToSimUnits(300,400); _floor.IsStatic = true; _floor.Restitution = 0.2f; _floor.Friction = 0.2f; box = BodyFactory.CreateRectangle( _world, ConvertUnits.ToSimUnits(100), ConvertUnits.ToSimUnits(100), 10f, new Vector2(ConvertUnits.ToSimUnits(300), ConvertUnits.ToSimUnits(0))); box.BodyType = BodyType.Dynamic; box.Restitution = 0.2f; box.Friction = 0.2f; }
/// <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); // for debug view DebugView = new DebugViewXNA(physicsSystem.world); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.AppendFlags(DebugViewFlags.ContactPoints); DebugView.AppendFlags(DebugViewFlags.DebugPanel); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.LoadContent(GraphicsDevice, Content); // for splitscreen SetUpSplitScreen(); entityManager = new EntityManager(); representationManager = new RepresentationManager(Content); controllerManager = new ControllerManager(); LevelMap levelMap = Content.Load<LevelMap>("simplelevelmap"); map = new Map(physicsSystem.world, levelMap, entityManager, representationManager, controllerManager); mapRepresentation = new MapRepresentation(map); mapRepresentation.LoadContent(Content); representationManager.Add(mapRepresentation); GameVariables.LevelHeight = map.LevelMap.Height; GameVariables.EnemyRespawnDelay = 10f; GameVariables.CamCulling = new Vector2(640 * 0.5f, 360 * 0.5f); // create the players int numPlayers = GameVariables.NumPlayers; CreatePlayer((int)PlayerIndex.One); if (numPlayers > 1) { CreatePlayer((int)PlayerIndex.Two); } if (numPlayers > 2) { CreatePlayer((int)PlayerIndex.Three); } if (numPlayers > 3) { CreatePlayer((int)PlayerIndex.Four); } map.SetUpTiles(); // test for a slanted platform /* Vector2 position = new Vector2(180, 270); Vertices vertices = new Vertices(); vertices.Add(ConvertUnits.ToSimUnits(new Vector2(290, 480))); vertices.Add(ConvertUnits.ToSimUnits(new Vector2(578, 384))); vertices.Add(ConvertUnits.ToSimUnits(new Vector2(578, 480))); Body body = BodyFactory.CreatePolygon(physicsSystem.world, vertices, 1f); body.BodyType = BodyType.Static; body.Restitution = 0f; body.Friction = 0.5f; body.CollisionCategories = GameConstants.PlatformCollisionCategory; */ // test for a thin platform //Vector2 position = new Vector2(300, 400); /* Body body = BodyFactory.CreateEdge(physicsSystem.world, ConvertUnits.ToSimUnits(new Vector2(300, 400)), ConvertUnits.ToSimUnits(new Vector2(500, 400))); //StaticPhysicsObject physicsObject = new StaticPhysicsObject(this, physicsSystem.world, position, 64, 1); //Body body = physicsObject.body; body.BodyType = BodyType.Static; body.Restitution = 0f; body.Friction = 0.5f; body.CollisionCategories = GameConstants.PlatformCollisionCategory; */ //oneWayTile = new OneWayGroundTile(physicsSystem.world, position, 64); /* Vector2 startPosition = new Vector2(268, 400); Vector2 endPosition = new Vector2(332, 400); Body body = BodyFactory.CreateEdge(physicsSystem.world, ConvertUnits.ToSimUnits(startPosition), ConvertUnits.ToSimUnits(endPosition)); body.BodyType = BodyType.Static; body.Restitution = 0f; body.Friction = 0.5f; */ // set player spawn positions from map List<Player> players = entityManager.Players; foreach (Player player in players) { player.SpawnPosition = map.PlayerSpawn; } // spawn the living entities entityManager.SpawnLivingEntities(); tmpTex = Content.Load<Texture2D>("blank"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _debugView = new DebugViewXNA(_world); _debugView.LoadContent(GraphicsDevice, Content); _debugView.RemoveFlags(DebugViewFlags.Controllers); _debugView.RemoveFlags(DebugViewFlags.Joint); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _fpscounter = new FPScounter(this); Mouse.SetPosition(400, 400); _cursor = new Cursor(this); _introsong = Content.Load<Song>(".\\Audio\\INTRO"); //-------------------------------------- //Game STarts here!!! //-------------------------------------- if (Globals.SkipIntro) { StartPlayingLevel(); } else { StartTheGame(); } }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Show the physics shape or hide it if (Keyboard.GetState().IsKeyDown(Keys.F2) && oldKeys.IsKeyUp(Keys.F2)) { showshapes = !showshapes; if (showshapes == true) { PhysicsDebugView.AppendFlags(DebugViewFlags.Shape); } else { PhysicsDebugView.RemoveFlags(DebugViewFlags.Shape); } } // Animate light position _light.Position = new Vector2(400f, 240f) + // Offset origin new Vector2( // Position around origin (float)Math.Cos(gameTime.TotalGameTime.TotalSeconds), (float)Math.Sin(gameTime.TotalGameTime.TotalSeconds)) * 240f; // The rotation and the position of all Hulls will be updated // according to the physics body rotation and position foreach (Hull h in tBodyHull) { h.Rotation = tBody.Rotation; h.Position = ConvertUnits.ToDisplayUnits(tBody.Position); } // Get the mouse position Vector2 position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); // If left mouse button clicked then create a fixture for physics manipulation if (Mouse.GetState().LeftButton == ButtonState.Pressed && _fixedMouseJoint == null) { Fixture savedFixture = world.TestPoint(ConvertUnits.ToSimUnits(position)); if (savedFixture != null) { Body body = savedFixture.Body; _fixedMouseJoint = new FixedMouseJoint(body, ConvertUnits.ToSimUnits(position)); _fixedMouseJoint.MaxForce = 1000.0f * body.Mass; world.AddJoint(_fixedMouseJoint); body.Awake = true; } } // If left mouse button releases then remove the fixture from the world if (Mouse.GetState().LeftButton == ButtonState.Released && _fixedMouseJoint != null) { world.RemoveJoint(_fixedMouseJoint); _fixedMouseJoint = null; } if (_fixedMouseJoint != null) { _fixedMouseJoint.WorldAnchorB = ConvertUnits.ToSimUnits(position); } // We update the world world.Step((float)gameTime.ElapsedGameTime.TotalMilliseconds * 0.001f); // Update the keypress oldKeys = Keyboard.GetState(); base.Update(gameTime); }
/// <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); //Create New World with gravity of 10 units, downward. MyWorld = new World(Vector2.UnitY * 10); bird = Content.Load<Texture2D>("AngryRedBird"); floor = Content.Load<Texture2D>("blank"); //camera DebugView = new DebugViewXNA(MyWorld); DebugView.AppendFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(GraphicsDevice, Content); Camera = new Camera2D(GraphicsDevice); //Create Floor FloorBody = BodyFactory.CreateBody(MyWorld); Fixture floorFixture = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(480), ConvertUnits.ToSimUnits(10), 10, Vector2.Zero, FloorBody); floorFixture.Restitution = 0.5f; //Bounceability floorFixture.Friction = 0.5f; //Friction FloorBody = floorFixture.Body; //Get Body from Fixture FloorBody.IsStatic = true; //Floor must be stationary object //Create Box, (Note:Different way from above code, just to show it otherwise there is no difference) HeroBird = BodyFactory.CreateBody(MyWorld); FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(50), ConvertUnits.ToSimUnits(50), 10, Vector2.Zero, HeroBird); foreach (Fixture fixture in HeroBird.FixtureList) { fixture.Restitution = 0.5f; fixture.Friction = 0.5f; } HeroBird.BodyType = BodyType.Dynamic; //Place floor object to bottom of the screen. FloorBody.Position = ConvertUnits.ToSimUnits(new Vector2(240, 700)); //Place Box on screen, somewhere HeroBird.Position = ConvertUnits.ToSimUnits(new Vector2(240, 25)); }
public override void Activate(bool instancePreserved) { if (!instancePreserved) { base.Activate(instancePreserved); //We enable diagnostics to show get values for our performance counters. FarseerPhysics.Settings.EnableDiagnostics = true; if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { if (!Axios.Settings.ScreenSaver) { ContentManager man = new ContentManager(this.ScreenManager.Game.Services, "Content"); DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, man); } } if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); } }
private void InitDebug() { _debugView = new DebugViewXNA(World); _debugView.RemoveFlags(DebugViewFlags.Shape); _debugView.RemoveFlags(DebugViewFlags.Joint); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Game1.contentManager); }
public virtual void LoadContent(GraphicsDeviceManager dMan, ContentManager cm) { this.graphics = dMan; this.Content = cm; // load the map mMapLoader.loadMap(Content); _font = Content.Load<SpriteFont>("font"); #if DEBUG debugView = new DebugViewXNA(mWorld); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.DefaultShapeColor = Color.White; debugView.SleepingShapeColor = Color.LightGray; debugView.RemoveFlags(DebugViewFlags.Controllers); //debugView.RemoveFlags(DebugViewFlags.Joint); debugView.LoadContent(graphics.GraphicsDevice, Content); #endif }
public void LoadContent(GraphicsDeviceManager graphics, ContentManager Content) { this.graphics = graphics; this.Content = Content; // Initialize camera controls _view = Matrix.Identity * Matrix.CreateScale(_cameraZoom); _cameraPosition = Vector2.Zero; _screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); _font = Content.Load<SpriteFont>("font"); // load players mPlayer1.loadShip(Content, graphics); // load the map mMapLoader.loadMap(Content); #if DEBUG debugView = new DebugViewXNA(mWorld); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.DefaultShapeColor = Color.White; debugView.SleepingShapeColor = Color.LightGray; debugView.RemoveFlags(DebugViewFlags.Controllers); debugView.RemoveFlags(DebugViewFlags.Joint); debugView.LoadContent(graphics.GraphicsDevice, Content); #endif }
public override void LoadContent() { base.LoadContent(); string json = System.IO.File.ReadAllText("Levels\\" + mLevelID + ".txt"); List<object> output = JsonParser.Parse(json); Hashtable level = (Hashtable)output[0]; //Level Name mLevelName = (string)level["name"]; //Gravity mGravity = new Vector2((float)((List<object>)level["Gravity"])[0], (float)((List<object>)level["Gravity"])[1]); //Starting Positions foreach(List<object> pos in (List<object>)level["starting_positions"]) { mStartingPositions.Add(mStartingPositions.Count, new Vector2((float)pos[0], (float)pos[1])); } //Create the camera mCamera = new Camera2D(ScreenManager.GraphicsDevice); //Create the world mWorld = new World(mGravity); //Save starting poition index mStartingPositionIndex = 0; //Save starting position mStartingPosition = mStartingPositions[mStartingPositionIndex]; //Get the content manager mContentManager = new ContentManager(ScreenManager.Game.Services, "Content"); //Create the player mPlayer = new Player(mWorld, this, mContentManager, Color.White, mStartingPosition); mCamera.EnableTracking = true; mCamera.EnablePositionTracking = true; mCamera.TrackingBody = mPlayer.CamBody; mCamera.Jump2Target(); //Create a test PC mTestPC = new PC(mWorld, this, mContentManager, Color.White, mStartingPosition); //Create level objects foreach(object dobj in (List<object>)level["Objects"]) { Hashtable dict = (Hashtable)dobj; if (dict["Type"].Equals("Body")) { Body nBody; Hashtable properties = (Hashtable)dict["Properties"]; string SpriteClass = (string)properties["SpriteClass"]; if (SpriteClass != "" && SpriteClass != null) { nBody = BodyFactory.CreateBody(mWorld, new Vector2((float)((List<object>)properties["Position"])[0], (float)((List<object>)properties["Position"])[1])); } else { nBody = BodyFactory.CreateBody(mWorld, new Vector2((float)((List<object>)properties["Position"])[0], (float)((List<object>)properties["Position"])[1])); } string nTextureName = (string)properties["SpriteTexture"]; MaterialType nMaterialType = (MaterialType)Enum.Parse(typeof(MaterialType), (string)properties["MaterialType"]); Color nColor = (Color)Color.White.GetType().GetProperty((string)properties["Color"]).GetValue(null, null); nBody.Position = new Vector2((float)((List<object>)properties["Position"])[0], (float)((List<object>)properties["Position"])[1]); nBody.Rotation = (float)properties["Rotation"]; nBody.BodyType = (BodyType)Enum.Parse(typeof(BodyType), (string)properties["BodyType"]); nBody.IsBullet = (bool)properties["IsBullet"]; nBody.IsSensor = (bool)properties["IsSensor"]; nBody.IsStatic = (bool)properties["IsStatic"]; nBody.Mass = (float)properties["Mass"]; nBody.Inertia = (float)properties["Inertia"]; nBody.Friction = (float)properties["Friction"]; nBody.Restitution = (float)properties["Restitution"]; nBody.LinearDamping = (float)properties["LinearDamping"]; nBody.AngularDamping = (float)properties["AngularDamping"]; nBody.FixedRotation = (bool)properties["FixedRotation"]; nBody.Awake = (bool)properties["Awake"]; nBody.Enabled = (bool)properties["Enabled"]; nBody.IgnoreCCD = (bool)properties["IgnoreCCD"]; nBody.IgnoreGravity = (bool)properties["IgnoreGravity"]; nBody.SleepingAllowed = (bool)properties["SleepingAllowed"]; foreach(object fobj in (List<object>)dict["Fixtures"]) { Hashtable fixture = (Hashtable)fobj; if(fixture["Shape"].Equals("Rectangle")) { FixtureFactory.AttachRectangle((float)fixture["Width"], (float)fixture["Height"], (float)fixture["Density"], new Vector2((float)((List<object>)fixture["Offset"])[0], (float)((List<object>)fixture["Offset"])[1]), nBody); } else if(fixture["Shape"].Equals("Circle")) { FixtureFactory.AttachCircle((float)fixture["Radius"], (float)fixture["Density"], nBody, new Vector2((float)((List<object>)fixture["Offset"])[0], (float)((List<object>)fixture["Offset"])[1])); } else if(fixture["Shape"].Equals("Ellipse")) { FixtureFactory.AttachEllipse((float)fixture["xRadius"], (float)fixture["yRadius"], (int)fixture["Edges"], (float)fixture["Density"], nBody); } } AddObject(nBody, nMaterialType, nColor, nTextureName); } else if (dict["Type"].Equals("Fixture")) { Hashtable properties = (Hashtable)dict["Properties"]; Body nBody = null; if(properties["Shape"].Equals("Rectangle")) { nBody = BodyFactory.CreateRectangle(mWorld, (float)properties["Width"], (float)properties["Height"], (float)properties["Density"]); } else if(properties["Shape"].Equals("Circle")) { nBody = BodyFactory.CreateCircle(mWorld, (float)properties["Radius"], (float)properties["Density"]); } else if(properties["Shape"].Equals("Ellipse")) { nBody = BodyFactory.CreateEllipse(mWorld, (float)properties["xRadius"], (float)properties["yRadius"], (int)properties["Edges"], (float)properties["Density"]); } string SpriteClass = (string)properties["SpriteClass"]; string nTextureName = (string)properties["SpriteTexture"]; MaterialType nMaterialType = (MaterialType)Enum.Parse(typeof(MaterialType), (string)properties["MaterialType"]); Color nColor = (Color)Color.White.GetType().GetProperty((string)properties["Color"]).GetValue(null, null); nBody.Position = new Vector2((float)((List<object>)properties["Position"])[0], (float)((List<object>)properties["Position"])[1]); nBody.Rotation = (float)properties["Rotation"]; nBody.BodyType = (BodyType)Enum.Parse(typeof(BodyType), (string)properties["BodyType"]); nBody.IsBullet = (bool)properties["IsBullet"]; nBody.IsSensor = (bool)properties["IsSensor"]; nBody.IsStatic = (bool)properties["IsStatic"]; nBody.Mass = (float)properties["Mass"]; nBody.Inertia = (float)properties["Inertia"]; nBody.Friction = (float)properties["Friction"]; nBody.Restitution = (float)properties["Restitution"]; nBody.LinearDamping = (float)properties["LinearDamping"]; nBody.AngularDamping = (float)properties["AngularDamping"]; nBody.FixedRotation = (bool)properties["FixedRotation"]; nBody.Awake = (bool)properties["Awake"]; nBody.Enabled = (bool)properties["Enabled"]; nBody.IgnoreCCD = (bool)properties["IgnoreCCD"]; nBody.IgnoreGravity = (bool)properties["IgnoreGravity"]; nBody.SleepingAllowed = (bool)properties["SleepingAllowed"]; AddObject(nBody, nMaterialType, nColor, nTextureName); } else if ((dict["Type"].Equals("Custom"))) { Hashtable properties = (Hashtable)dict["Properties"]; BaseSprite nSprite; string SpriteClass = (string)properties["SpriteClass"]; Vector2 nPos = new Vector2((float)((List<object>)properties["Position"])[0], (float)((List<object>)properties["Position"])[1]); if (SpriteClass == "LevelPortal") { nSprite = new LevelPortal(mWorld, this, mContentManager, Color.White, nPos, LevelPortalCollision, (Hashtable)properties["Config"]); } else { nSprite = null; } AddSpecial(nSprite); } } //Attach the debug view DebugView = new DebugViewXNA(mWorld); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); //Reset time elapsed to account for loading time ScreenManager.Game.ResetElapsedTime(); }