protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); lander = new Lander(); lander.img = Content.Load <Texture2D>("ship"); lander.imgEngine = Content.Load <Texture2D>("engine"); lander.position = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { lander = new Lander(); paddle = new Paddle(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); outcome = -1; rotationUI = new UIText(20, 10, "Rotation", "0"); vxUI = new UIText(20, 40, "H-Speed", "0"); vyUI = new UIText(20, 70, "V-Speed", "0"); resultUI = new UIText(20, 100, "", ""); base.Initialize(); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); lander = new Lander { position = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), shipImg = Content.Load <Texture2D>("ship"), engineImg = Content.Load <Texture2D>("engine"), }; }