/// <summary> /// Updates the loading screen. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); // If all the previous screens have finished transitioning // off, it is time to actually perform the load. if (otherScreensAreGone) { TankWars.RemoveScreen(this); foreach (GameScreen screen in screensToLoad) { if (screen != null) { TankWars.AddScreen(screen); } } // Once the load has finished, we use ResetElapsedTime to tell // the game timing mechanism that we have just finished a very // long frame, and that it should not try to catch up. TankWars.ResetElapsedTime(); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(TankWars.Services, "Content"); } // 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. TankWars.ResetElapsedTime(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(TankWars.Services, "Content"); } Content = new Content(); Content.Font.HUDFont = content.Load <SpriteFont>(@"Fonts\HUDFont"); // Load tất cả các Textures cần thiết Content.Texture.Cursor = content.Load <Texture2D>(@"Texture\Cursor"); Content.Texture.Direction = content.Load <Texture2D>(@"Texture\Direction"); Content.Texture.TankBot = content.Load <Texture2D>(@"Texture\TankBot"); Content.Texture.TankTop = content.Load <Texture2D>(@"Texture\TankTop"); Content.Texture.HumveeBot = content.Load <Texture2D>(@"Texture\HumveeBot"); Content.Texture.HumveeTop = content.Load <Texture2D>(@"Texture\HumveeTop"); Content.Texture.Bullet = content.Load <Texture2D>(@"Texture\Bullet"); Content.Texture.Missile = content.Load <Texture2D>(@"Texture\Missile"); Content.Texture.SmallLaserRay = content.Load <Texture2D>(@"Texture\SmallLaserRay"); Content.Texture.BigLaserRay = content.Load <Texture2D>(@"Texture\BigLaserRay"); Content.Texture.MiniMapRectangle = content.Load <Texture2D>(@"Texture\MiniMapRectangle"); Content.Texture.Dirt = content.Load <Texture2D>(@"Texture\Dirt"); Content.Texture.TileSheet = content.Load <Texture2D>(@"Texture\TileSheet"); Content.Texture.PowerSheet = content.Load <Texture2D>(@"Texture\PowerSheet"); Content.Texture.BarSheet = content.Load <Texture2D>(@"Texture\BarSheet"); Content.Texture.SmallFlameSheet = content.Load <Texture2D>(@"Texture\SmallFlameSheet"); Content.Texture.BigFlameSheet = content.Load <Texture2D>(@"Texture\BigFlameSheet"); Content.Texture.BulletImpactSheet = content.Load <Texture2D>(@"Texture\BulletImpactSheet"); Content.Texture.MissileImpactSheet = content.Load <Texture2D>(@"Texture\MissileImpactSheet"); Content.Texture.LaserImpactSheet = content.Load <Texture2D>(@"Texture\LaserImpactSheet"); Content.Texture.EnergyImpactSheet = content.Load <Texture2D>(@"Texture\EnergyImpactSheet"); Content.Texture.ExplosionSheet = content.Load <Texture2D>(@"Texture\ExplosionSheet"); Content.Texture.Blank = content.Load <Texture2D>(@"Texture\Blank"); // Load tất cả các Sounds cần thiết Content.Audio.BulletFiring = content.Load <SoundEffect>(@"Audio\BulletFiring"); Content.Audio.BulletImpact = content.Load <SoundEffect>(@"Audio\BulletImpact"); Content.Audio.MissileFiring = content.Load <SoundEffect>(@"Audio\MissileFiring"); Content.Audio.MissileImpact = content.Load <SoundEffect>(@"Audio\MissileImpact"); Content.Audio.SmallLaserRayFiring = content.Load <SoundEffect>(@"Audio\SmallLaserRayFiring"); Content.Audio.SmallLaserRayImpact = content.Load <SoundEffect>(@"Audio\SmallLaserRayImpact"); Content.Audio.BigLaserRayFiring = content.Load <SoundEffect>(@"Audio\BigLaserRayFiring"); Content.Audio.BigLaserRayImpact = content.Load <SoundEffect>(@"Audio\BigLaserRayImpact"); Content.Audio.Explosion = content.Load <SoundEffect>(@"Audio\Explosion"); Content.Audio.PowerSwitch = content.Load <SoundEffect>(@"Audio\PowerSwitch"); Content.Audio.TankMove = content.Load <SoundEffect>(@"Audio\TankMove"); Content.Audio.TankMoving = Content.Audio.TankMove.CreateInstance(); Content.Audio.Regenerate = content.Load <SoundEffect>(@"Audio\Regenerate"); Content.Audio.Regenerating = Content.Audio.Regenerate.CreateInstance(); Content.Audio.BackgroundBattlefield = content.Load <SoundEffect>(@"Audio\BackgroundBattlefield"); Content.Audio.BackgroundBattlefieldLoop = Content.Audio.BackgroundBattlefield.CreateInstance(); Content.Audio.BackgroundBattlefieldLoop.IsLooped = true; Content.Audio.BackgroundBattlefieldLoop.Volume = 0.2f; Content.Audio.MissionAccomplish = content.Load <SoundEffect>(@"Audio\MissionAccomplish"); Content.Audio.MissionAccomplished = Content.Audio.MissionAccomplish.CreateInstance(); Content.Audio.MissionFail = content.Load <SoundEffect>(@"Audio\MissionFail"); Content.Audio.MissionFailed = Content.Audio.MissionFail.CreateInstance(); Initialize(); // 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. TankWars.ResetElapsedTime(); }