public SuperXbloxGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); mSound = new Sound(this); particleManager = new ParticleManager(this); screenManager = new ScreenManager(this); reticule = new Reticule(this); reticule2 = new Reticule(this); Components.Add(mSound);//0 Components.Add(screenManager);//1 Components.Add(particleManager);//2 //Components.Add(reticule); //3 //Components.Add(reticule2); //4 //Storage.LoadSettings(); //Components.Add(smokePlume); //BEGIN Xbox Live Test Components.Add(new GamerServicesComponent(this));//5 //END Xbox Live TEST }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { base.LoadContent(); gameFont = ScreenManager.Game.Content.Load<SpriteFont>("gamefont"); mBackground = ScreenManager.Game.Content.Load<Texture2D>("Images/Battle_Grid"); mBackground2 = ScreenManager.Game.Content.Load<Texture2D>("Images/1"); one = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/1"); two = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/2"); three = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/3"); four = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/4"); five = ScreenManager.Game.Content.Load<Texture2D>("Images/generic backgrounds/5"); mBlock = ScreenManager.Game.Content.Load<Texture2D>("Images/Block_Textures/OneBlock"); gridflip = ScreenManager.Game.Content.Load<Texture2D>("Images/flip"); //mBlock = ScreenManager.Game.Content.Load<Texture2D>("Images/Block_Textures/OneBlock"); //mMessageBox = ScreenManager.Game.Content.Load<Texture2D>("Images/MessageBox"); mIntro = ScreenManager.Game.Content.Load<Texture2D>("Images/IntroScreen"); con_front = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/con_front_ortho"); xboxlogo = ScreenManager.Game.Content.Load<Texture2D>("Images/xbox360logo1"); con_spritefont = ScreenManager.Game.Content.Load<SpriteFont>("xboxControllerSpriteFont"); grid_texture = ScreenManager.Game.Content.Load<Texture2D>("Images/grid"); backbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_back"); startbutton = ScreenManager.Game.Content.Load<Texture2D>("Images/ControllerImages/small_start"); //bomb = ScreenManager.Game.Content.Load<Texture2D>("Images/bomb"); grid_border = ScreenManager.Game.Content.Load<Texture2D>("Images/battle_player_border"); reticules[0] = new Reticule(ScreenManager.Game); //(Reticule)ScreenManager.Game.Components[3]; reticules[1] = new Reticule(ScreenManager.Game); //(Reticule)ScreenManager.Game.Components[4]; reticules[0].LoadContent(); reticules[1].LoadContent(); //these will eventually be passed the current game Players[0] = new Player(240, 14 * 4 + 50, 24, 12, true, true, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 1, PlayerIndex.One); Players[1] = new Player(770, 14 * 4 + 50, 24, 12, true, true, ((SuperXbloxGame)(ScreenManager.Game)).mSound, 1, PlayerIndex.Two); mText = ScreenManager.Game.Content.Load<SpriteFont>("navText"); //Initialize the graphics, the game and the text objects Players[0].game=(SuperXbloxGame) ScreenManager.Game; Players[1].game = (SuperXbloxGame)ScreenManager.Game; Players[0].Opponent = Players[1]; Players[1].Opponent=Players[0]; //give the players their graphics to use Players[0].load(mBlock, grid_texture); // Players[0].load(reticule); //set the target reticules[0].Initialize(Players[1].mPlayfield); reticules[1].Initialize(Players[0].mPlayfield); Players[1].load(mBlock, grid_texture); // Players[1].load(reticule2); Players[1].linkedblocks = true; Players[1].gravity = true; Players[1].mPlayfield.game = Game; Players[1].mPlayfield.draw_collected = true; Players[0].linkedblocks = true; Players[0].gravity = true; Players[0].mPlayfield.game = Game; Players[0].mPlayfield.draw_collected = true; // 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(); }