protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. SpriteBatch = new SpriteBatch(GraphicsDevice); GameData = new GamePersistance <GameData>(this); Pixel = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); Pixel.SetData(new[] { Color.White }); Textures.LoadContent(Content); Font = new FontTexture(Content.Load <Texture2D>(@"Images\EditSysLarge.png"), 58, 8, -10, new[] { 26, 22, 36, 36, 50, 47, 40, 21, 28, 28, 29, 33, 26, 40, 22, 47, 47, 33, 47, 47, 47, 47, 47, 47, 47, 47, 26, 26, 51, 40, 46, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 26, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 47, 29, 47, 29, 33, 47, 26, 31, 33, 30, 33, 32, 28, 33, 31, 22, 26, 32, 21, 40, 31, 24, 33, 33, 27, 29, 28, 31, 33, 40, 32, 33, 31, 33, 21, 33, 33, 31 }); Mouse = new MouseInput(); IsMouseVisible = false; Touch = new TouchInput(); UnifiedInput = new UnifiedInput(this); KeyboardInput = new KeyboardInput(this); UnifiedInput.TapListeners.Add(Tap); Branding.BackgroundColor = Color.Black; Audio.Play(Cues.Music01, AudioChannels.Music, true); _currentComponent = new Intro(this, null); }
protected override void Initialize() { _taps = new List <Vector2>(); GameData = new GamePersistance <GameData>(this); Audio = new AudioFx(this); _currentTarget = new RenderTarget2D(Graphics.GraphicsDevice, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); _previousTarget = new RenderTarget2D(Graphics.GraphicsDevice, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight, false, SurfaceFormat.Color, DepthFormat.Depth24, 0, RenderTargetUsage.PreserveContents); _backgroundParticles = new List <BackgroundParticle>(); for (var i = 0; i < 100; i++) { var v = new Vector2(Random.Next((int)Width), Random.Next((int)Height)); _backgroundParticles.Add(BackgroundParticle.CreateParticle(v)); //Dual Color Effect _backgroundParticles.Add(BackgroundParticle.CreateParticle(v)); } _currentComponent = this; FadeX1 = 1f; FadeX2 = 1f; _fade1Xin = false; _fade2Xin = false; base.Initialize(); }