/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Guarantees that the storage device will be not be null before continuing //while(Storage == null) //{ // Console.Write("Getting Storage..."); // To avoid GuideAlreadyVisibleException while (LiveServices.GuideIsVisible()) { } StorageDevice.BeginShowSelector(getStorage, "Get initial StorageDevice"); // Console.Write(" ..."+Storage+"... "); // Console.Write("Call Started..."); //} // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); GameTextures.load(Content); GameVideos.load(Content); PostProcessFx.LoadContent(); //MapManager.tempMap.LoadContent(Content); font = Content.Load <SpriteFont>("FontA"); //newfont = Content.Load<SpriteFont>("fontfile"); newfont = Content.Load <SpriteFont>("dotsfontfile"); volterfont = Content.Load <SpriteFont>("font-volter"); newfontgreen = Content.Load <SpriteFont>("fontfile-green"); blueNumbersFont = Content.Load <SpriteFont>("bluenumbersfont"); buttonsFont = Content.Load <SpriteFont>("xboxControllerSpriteFont"); ButtonDraw.initialize(buttonsFont); GC.Collect(); }
//private void respondToUpDown(int i) //{ // if (ssarea[i].input.actionPressed(InputAction.MenuDown)) // { // increaseShipHue(ssarea[i], 2.5f); // Race.humanRacers[i].setColour((int)ssarea[i].hue); // } // if (ssarea[i].input.actionPressed(InputAction.MenuUp)) // { // decreaseShipHue(ssarea[i], 2.5f); // Race.humanRacers[i].setColour((int)ssarea[i].hue); // } //} /// <summary> /// Draws borders and graphics on splitscreen ship selection menu. Includes button graphics, arrows and text. /// </summary> /// <param name="gameTime">game time</param> public void Draw(GameTime gameTime) { BeatShift.graphics.GraphicsDevice.Viewport = Viewports.fullViewport; Rectangle viewArea = new Rectangle(0, 0, BeatShift.graphics.GraphicsDevice.Viewport.Width, BeatShift.graphics.GraphicsDevice.Viewport.Height); //TODO: Iterate over viewports instead. BeatShift.spriteBatch.Begin(); //draw lines down middle of screen to make the split visible. //done in mainGame BeatShift.spriteBatch.Draw(GameTextures.MenuBackgroundBlue, viewArea, Color.White); //for each viewport/controller for (int i = 0; i < 4; i++) { if (ssarea[i].isActive)// is player ISACTIVE (by pressing a) do: { Race.isPrimed = true; //BeatShift.spriteBatch.DrawString(BeatShift.newfont, "Press start to begin Race", new Vector2(300, 300), Color.Black); // draw name of ship above ship // draw verticle hue bar next to ship // draw arrows either side of ship } else { // if not active draw image of controller button 'a' Vector2 pos = new Vector2(Race.localCameras[i].Viewport.X + Race.localCameras[i].Viewport.Width / 2, Race.localCameras[i].Viewport.Y + Race.localCameras[i].Viewport.Height / 2); ButtonDraw.DrawButton(BeatShift.spriteBatch, ButtonImage.A, pos, 0.8f); } } BeatShift.spriteBatch.End(); }