public override void LoadContent() { //We load the grenade texture here instead of inside Grenade class. Load once, use multiple times. _grenadeTexture = ScreenManager.ContentManager.Load <Texture2D>("Content/Grenade"); _rectangleTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0, Color.White, Color.Black); _rectangleBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 1f); _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(_rectangleBody, 32, 32); _rectangleGeom.FrictionCoefficient = .4f; _rectangleGeom.RestitutionCoefficient = 0.0f; _pyramid = new Pyramid(_rectangleBody, _rectangleGeom, 32f / 5f, 32f / 5f, 32, 32, pyramidBaseBodyCount, new Vector2(ScreenManager.ScreenCenter.X - pyramidBaseBodyCount * .5f * (32 + 32 / 3), ScreenManager.ScreenHeight - 125)); _pyramid.Load(PhysicsSimulator); _hairDryer = new HairDryer(new Vector2(100, 100), PhysicsSimulator); _hairDryer.Load(ScreenManager.ContentManager.Load <Texture2D>("Content/HairDryer")); base.LoadContent(); }
public override void LoadContent() { //We load the grenade texture here instead of inside Grenade class. Load once, use multiple times. _grenadeTexture = ScreenManager.ContentManager.Load<Texture2D>("Content/Grenade"); _rectangleTexture = DrawingHelper.CreateRectangleTexture(ScreenManager.GraphicsDevice, 32, 32, 2, 0, 0, Color.White, Color.Black); _rectangleBody = BodyFactory.Instance.CreateRectangleBody(32, 32, 1f); _rectangleGeom = GeomFactory.Instance.CreateRectangleGeom(_rectangleBody, 32, 32); _rectangleGeom.FrictionCoefficient = .4f; _rectangleGeom.RestitutionCoefficient = 0.0f; _pyramid = new Pyramid(_rectangleBody, _rectangleGeom, 32f / 5f, 32f / 5f, 32, 32, pyramidBaseBodyCount, new Vector2(ScreenManager.ScreenCenter.X - pyramidBaseBodyCount * .5f * (32 + 32 / 3), ScreenManager.ScreenHeight - 125)); _pyramid.Load(PhysicsSimulator); _hairDryer = new HairDryer(new Vector2(100, 100), PhysicsSimulator); _hairDryer.Load(ScreenManager.ContentManager.Load<Texture2D>("Content/HairDryer")); base.LoadContent(); }