/// <summary> /// Loads content and and game logic. /// </summary> protected override void LoadContent() { // The primitive manager and spritebatch is loaded. primManager = new PrimManager(this, Content.Load <Effect>("Texts/WorldEffect")); spriteBatch = new SpriteBatch(GraphicsDevice); // Loads textures and fonts. textureManager.LoadTexturesFromFile("textureinfo", Content); FontMain = Content.Load <SpriteFont>("Fonts/FontMain"); FontTiny = Content.Load <SpriteFont>("Fonts/FontTiny"); // ---- GAME SPECIFIC INITALIZATIONS ---- room = new Room(this, "blockset1", "plateau1"); screenManager.AddScreen(new LevelEditor(this)); cubeManager.AddCube(new Player(new Vector3(3, 3, 5), new PlayerAI(), textureManager.AniDic["player"])); cubeManager.AddCube(new PushCube(new Vector3(4, 3, 5), textureManager.TilesetList[0].Tiles[1])); // Places the light. primManager.myEffect.PlaceLightUsingDirection(this, 16); primManager.myEffect.UpdateShadowMap(this); }