/// <summary> /// Prepares the selection icon to draw. /// </summary> public static void Initialize() { sprite = new Sprite(ContentStorageManager.Get<Texture2D>("SelectionDisc")); sprite.Origin = (sprite.GetTextureSize() / 2); sprite.Scale = 1f; sprite.Color = Color.White; ClearSelection(); }
/// <summary> /// When a star is created, it uses GetRandomNumber() to generate data about size, /// rotation and orbital bodies. /// </summary> public Star() { sprite = new Sprite(ContentStorageManager.Get<Texture2D>("Star")); sprite.Origin = (sprite.GetTextureSize() / 2); sprite.Rotation = GameControl.GetRandomNumber(8); sprite.Scale = (4 + GameControl.GetRandomNumber(6)) * .015f; totalOrbitalBodies = GameControl.GetRandomNumber(6); name = StarNames.GetRandomUnusedName(); orbitalBodies = GalaxyGenerator.GenerateSolarSystem(totalOrbitalBodies, Color); }
/// <summary> /// Initializes the control. /// </summary> protected override void Initialize() { ContentStorageManager.Store<Texture2D>("StarSystemStar", GameControl.content.Load<Texture2D>("StarSystemStar")); starSystemStar = new Sprite(ContentStorageManager.Get<Texture2D>("StarSystemStar")); starSystemStar.Origin = (starSystemStar.GetTextureSize() / 2); starSystemStar.Position = new Vector2(this.Size.Width / 2, this.Size.Height / 2); orbitPoint = starSystemStar.Position; // Hook the game think event to give us a place to do step by step calculations. GameControl.RaiseThinkEvent += delegate { Think(); }; // Hook the game draw event to constantly redraw our animation. GameControl.RaiseDrawEvent += delegate { Draw(); }; }