public Overlay() { _instance = this; Font = ContentHelper.LoadFont("Fonts/splashNumber"); _heart = new Heart(new Vector2(40, 40)); _coin = new Coin(new Vector2(40, 120)); //Black corners of the screen _blackCorners.Texture = ContentHelper.LoadTexture("Backgrounds/ui_whiteCorners"); _blackCorners.Rectangle = new Rectangle(0, 0, Main.UserResWidth, Main.UserResHeight); _blackScreen.Texture = ContentHelper.LoadTexture("Tiles/black"); _blackScreen.Rectangle = new Rectangle(0, 0, Main.UserResWidth, Main.UserResHeight); }
protected override void Initialize() { Camera = new Camera(GraphicsDevice.Viewport); _menu = new Menu(this); _gameWorld = new GameWorld(this); Player = new Player.Player(this); _overlay = new Overlay(); _cutscene = new Cutscene(); Dialog = new Dialog(); ObjectiveTracker = new ObjectiveTracker(); MessageBox = new MessageBox(); TextInputBox = new TextInputBox(); DefaultTexture = ContentHelper.LoadTexture("Tiles/temp tile"); GraphicsDeviceInstance = _graphics.GraphicsDevice; //Initialize the game render target _mainRenderTarget = new RenderTarget2D(GraphicsDevice, DefaultResWidth, DefaultResHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24, GraphicsDevice.PresentationParameters.MultiSampleCount, RenderTargetUsage.PreserveContents); _lightingRenderTarget = new RenderTarget2D(GraphicsDevice, DefaultResWidth, DefaultResHeight, false, GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24, GraphicsDevice.PresentationParameters.MultiSampleCount, RenderTargetUsage.PreserveContents); SpriteBatch = new SpriteBatch(GraphicsDevice); _lightBlendState = new BlendState { AlphaSourceBlend = Blend.DestinationColor, ColorSourceBlend = Blend.DestinationColor, ColorDestinationBlend = Blend.Zero }; base.Initialize(); }