/// <summary> /// Constructor /// </summary> /// <param name="device">Current graphics device to use for rendering</param> public SelectLevelView(ContentManager content, GraphicsDevice device) { m_content = content; m_graphicsDevice = device; // Create a new SpriteBatch, which can be used to draw textures. m_spriteBatch = new SpriteBatch(m_graphicsDevice); // Load textures m_tileSheet = m_content.Load<Texture2D>("tilesheet"); m_levelBackground = m_content.Load<Texture2D>("levelbackground"); m_background = m_content.Load<Texture2D>("background"); m_buttonPlayDown = m_content.Load<Texture2D>("playbuttondown"); m_buttonPlayUp = m_content.Load<Texture2D>("playbuttonup"); m_font = m_content.Load<SpriteFont>("default"); // Retrieve screen size and calculate the camera viewport m_camera = new Camera(m_graphicsDevice.Viewport.Width, m_graphicsDevice.Viewport.Height); m_camera.SetScale(1, 1); m_camera.Translate(m_graphicsDevice.Viewport.Width / 2, m_graphicsDevice.Viewport.Height / 2); }
/// <summary> /// Constructor /// </summary> /// <param name="content">Content manager for loading resources</param> /// <param name="device">Current graphics device to use for rendering</param> public GameView(ContentManager content, GraphicsDevice device) { m_content = content; m_graphicsDevice = device; // Create a new SpriteBatch, which can be used to draw textures. m_spriteBatch = new SpriteBatch(m_graphicsDevice); // Load textures m_tileSheet = m_content.Load<Texture2D>("tilesheet"); m_background = m_content.Load<Texture2D>("background"); m_character = m_content.Load<Texture2D>("character"); m_levelComplete = m_content.Load<Texture2D>("levelcomplete"); m_levelCompleteNewRecord = m_content.Load<Texture2D>("levelcomplete_newrecord"); m_font = m_content.Load<SpriteFont>("default"); // Retrieve screen size and calculate the camera viewport m_camera = new Camera(m_graphicsDevice.Viewport.Width, m_graphicsDevice.Viewport.Height); m_camera.SetScale(1, 1); m_camera.Translate(m_graphicsDevice.Viewport.Width / 2, m_graphicsDevice.Viewport.Height / 2); // allocate particle system array m_particleSystem = new FireworkParticleSystem[MAX_NUMBER_OF_PARTICLE_SYSTEMS]; // Nullify all fireworks, this will make them be created when level is complete. for (int n = 0; n < MAX_NUMBER_OF_PARTICLE_SYSTEMS; n++) m_particleSystem[n] = null; }