//This function is to be used when we want to use a loadingscreen public static void Load(ScreenManager screenManager, bool loadingIsSlow, params GameScreen[] screensToLoad) { //Tell all screens to transition off foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); //Create the loadingscreen LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); //and finally activate the loadingscreen screenManager.AddScreen(loadingScreen); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screenManager = new ScreenManager(this); screenManager.SpriteBatch = spriteBatch; screenManager.Font = Content.Load<SpriteFont>("GUI Textures/Fonts/DejaVuSans_20"); screenManager.BlankTexture = Content.Load<Texture2D>("GUI Textures/BlankTexture"); //screenManager.TraceEnabled = true; screenManager.AddScreen(new BackgroundScreen()); screenManager.AddScreen(new MainMenuScreen()); Camera.Initialize(GraphicsDevice); Camera.Limits = new Rectangle(0, 0, 800, 600); Camera.LoadStuff(Content); // TODO: use this.Content to load your game content here var pp = GraphicsDevice.PresentationParameters; ShaderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight); MainTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screenManager = new ScreenManager(this); screenManager.SpriteBatch = spriteBatch; screenManager.Font = Content.Load<SpriteFont>("Fonts/DejaVuSans_20"); screenManager.BlankTexture = Content.Load<Texture2D>("BlankTexture"); screenManager.AddScreen(new EditorScreen()); // TODO: use this.Content to load your game content here }