/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } gameFont = content.Load <SpriteFont>("gamefont"); GameOverFont = content.Load <SpriteFont>("GameOver"); /////My stuff player1 = new PlayerObject(); player1.texture = content.Load <Texture2D>("Sprites/semicircleV4"); player1.position = new Vector2(0, 780); foreach (GameObject w in player1.weapon1) { w.texture = content.Load <Texture2D>("Sprites/w1V2"); } max_enemies1 = 10; enemies1 = new EnemyObject[max_enemies1]; for (int i = 0; i < max_enemies1; i++) { enemies1[i] = new EnemyObject(); enemies1[i].texture = content.Load <Texture2D>("Sprites/enemy1V1"); enemies1[i].speed = 1; } spawnRate = 10; spawntimeCounter = 0; spawnPosition = new Vector2(200, 400); // 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(1000); // 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(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); GameOverFont = content.Load<SpriteFont>("GameOver"); /////My stuff player1 = new PlayerObject(); player1.texture = content.Load<Texture2D>("Sprites/semicircleV4"); player1.position = new Vector2(0, 780); foreach (GameObject w in player1.weapon1) { w.texture = content.Load<Texture2D>("Sprites/w1V2"); } max_enemies1 = 10; enemies1 = new EnemyObject[max_enemies1]; for (int i = 0; i < max_enemies1; i++) { enemies1[i] = new EnemyObject(); enemies1[i].texture = content.Load<Texture2D>("Sprites/enemy1V1"); enemies1[i].speed = 1; } spawnRate = 10; spawntimeCounter = 0; spawnPosition = new Vector2(200, 400); // 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(1000); // 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(); }