/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //Initialize blank particle texture as a single pixel ParticleGenerator.ParticleTexture = new Texture2D(GraphicsDevice, 1, 1); ParticleGenerator.ParticleTexture.SetData <Color>(new Color[] { Color.White }); //load hud textures //SpaceGame.graphics.hud.RadialBar.BarPipTexture = Content.Load<Texture2D>("hud/radial_bar_pip"); SpaceGame.graphics.hud.RadialBar.GameGraphicsDevice = GraphicsDevice; //Load GUI textures SpaceGame.graphics.hud.GUI.targetWheel = Content.Load <Texture2D>("gui/Minimap_&_Health_Bar_00"); SpaceGame.graphics.hud.GUI.leftClick = Content.Load <Texture2D>("gui/Left Click"); SpaceGame.graphics.hud.GUI.rightClick = Content.Load <Texture2D>("gui/Right Click"); SpaceGame.graphics.hud.GUI.spaceClick = Content.Load <Texture2D>("gui/Space Bar"); SpaceGame.graphics.hud.GUI.shiftClick = Content.Load <Texture2D>("gui/Shift"); SpaceGame.graphics.hud.GUI.button1 = Content.Load <Texture2D>("gui/Numer 1"); SpaceGame.graphics.hud.GUI.button3 = Content.Load <Texture2D>("gui/Numer 3"); SpaceGame.graphics.hud.GUI.button5 = Content.Load <Texture2D>("gui/Numer 5"); SpaceGame.graphics.hud.GUI.button2 = Content.Load <Texture2D>("gui/Numer 2"); SpaceGame.graphics.hud.GUI.button4 = Content.Load <Texture2D>("gui/Numer 4"); SpaceGame.graphics.hud.GUI.button6 = Content.Load <Texture2D>("gui/Numer 6"); SpaceGame.graphics.hud.GUI.voidWheel = Content.Load <Texture2D>("gui/Score_&_Void_Tracker"); Sprite.IceCubeTexture = Content.Load <Texture2D>("spritesheets/IceCube"); XnaHelper.PixelTexture = new Texture2D(GraphicsDevice, 1, 1); XnaHelper.PixelTexture.SetData <Color>(new Color[] { Color.White }); Sprite.Content = Content; //Sprite gets reference to content so it can load textures ParticleGenerator.Content = Content; //ParticleGenerator gets reference to content so it can load textures //load data from xml ParticleGenerator.Data = DataLoader.CollectData <ParticleGeneratorData>( DataLoader.PARTICLE_EFFECT_PATH, "ParticleGeneratorData").ToDictionary(t => t.Name); ParticleEffect.Data = DataLoader.LoadParticleEffectData(Content); Sprite.Data = DataLoader.CollectData <SpriteData>( DataLoader.SPRITE_PATH, "SpriteData").ToDictionary(t => t.Name); ProjectileWeapon.DataDict = DataLoader.CollectData <ProjectileWeaponData>( DataLoader.WEAPON_DATA_PATH, "ProjectileWeapon").ToDictionary(t => t.Name); MeleeWeapon.MeleeWeaponDataDict = DataLoader.CollectData <MeleeWeapon.MeleeWeaponData>( DataLoader.WEAPON_DATA_PATH, "MeleeWeapon").ToDictionary(t => t.Name); Spaceman.AstronautData = DataLoader.CollectData <PhysicalData>( DataLoader.UNIT_DATA_PATH, "AstronautData").Single <PhysicalData>(); FoodCart.Data = DataLoader.CollectData <PhysicalData>( DataLoader.UNIT_DATA_PATH, "FoodCartData").Single <PhysicalData>(); Enemy.EnemyDataDict = DataLoader.CollectData <EnemyData>( DataLoader.UNIT_DATA_PATH, "EnemyData").ToDictionary(t => t.Name); Gadget.GadgetDataDict = DataLoader.CollectData <GadgetData>( DataLoader.GADGET_DATA_PATH, "GadgetData").ToDictionary(t => t.Name); Gamemenu.LoadContent(Content); _stateStack.Add(new Gamemenu()); }