/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Fodder.Content"); List<Function> funcs = new List<Function>(); funcs.Add(new Function("boost", 1000, true)); funcs.Add(new Function("shield", 10000, true)); funcs.Add(new Function("pistol", 4000, true)); funcs.Add(new Function("shotgun", 6000, true)); funcs.Add(new Function("sniper", 30000, true)); funcs.Add(new Function("machinegun", 30000, true)); funcs.Add(new Function("mortar", 30000, true)); gameSession = new GameSession(GameClientType.Human, GameClientType.AI, gameScenario, ScreenManager.GraphicsDevice.Viewport, false); gameSession.LoadContent(content); ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Fodder.Content"); gameSession = new GameSession(GameClientType.Human, GameClientType.AI, gameScenario, ScreenManager.GraphicsDevice.Viewport, false); gameSession.LoadContent(content); ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Fodder.Content"); texBG = content.Load<Texture2D>("blank"); texLogo = content.Load<Texture2D>("logo"); List<Function> funcs = new List<Function>(); funcs.Add(new Function("boost", 1000, true)); funcs.Add(new Function("shield", 10000, true)); funcs.Add(new Function("pistol", 4000, true)); funcs.Add(new Function("shotgun", 6000, true)); funcs.Add(new Function("smg", 8000, true)); funcs.Add(new Function("sniper", 30000, true)); funcs.Add(new Function("machinegun", 30000, true)); funcs.Add(new Function("mortar", 30000, true)); funcs.Add(new Function("haste", 20, true)); funcs.Add(new Function("meteors", 20, true)); funcs.Add(new Function("elite", 20, true)); Scenario scenario = new Scenario("Attract", "attract", funcs, 3000, 100, 100, 1000, 1000); attractSession = new GameSession(GameClientType.AI, GameClientType.AI, scenario, ScreenManager.GraphicsDevice.Viewport, true); attractSession.LoadContent(content); }