/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Main Background mainBackground = Content.Load <Texture2D>("mainbg"); // Loading Background loadingBackground = Content.Load <Texture2D>("loadingbg"); // TODO: use this.Content to load your game content here // Initializing model bank which using for storing model file path modelBank = new GameModelBank(Content); // Initializing item bank which using for storing item data path itemBank = new GameItemBank(Content); // Load all model path here. Dictionary <short, GameModelConfig> modellist = config.getModelList(); foreach (short id in modellist.Keys) { modelBank.Load(id, modellist[id]); // Cache GameModelNode cache = new GameModelNode(Content, modelBank); cache.Load(modelBank.getModelPath(id)); } Dictionary <int, GameItemConfig> itemlist = config.getItemList(); foreach (short id in itemlist.Keys) { itemBank.Load(id, itemlist[id]); } // Load all map Dictionary <short, GameMapConfig> maplist = config.getMapList(); foreach (short id in maplist.Keys) { mapEntities.Add(id, new MapEntity(id, maplist[id], Content)); } // Server configuration serverConfig = config.getServerList()[0]; // Initializing game camera gameCamera = new GameCamera(graphics); // Particle system particle = new ParticlePreset(this, graphics, gameCamera); particle.LoadContent(); // Game Event handler object gameHandler = new GameHandler(manager, network, this, Content, graphics, spriteBatch, modelBank, itemBank, classConfigs, gameCamera, audioSystem, particle); // Shadow map //shadow.LoadContent(spriteBatch, gameCamera); // Bloom post process bloom.Settings = BloomSettings.PresetSettings[0]; // Way to go Effect wayToGoEffect = new GameModel(Content); wayToGoEffect.Load("waytogo"); //Debug.WriteLine("LoadedContent"); }
public GUILogin(Manager manager, Network network, GameMain game) : base(manager) { this.manager = manager; this.game = game; this.network = network; // Define window property Init(); Text = "Login"; Width = 350; Height = 150; Center(); Top = manager.ScreenHeight - 250; CloseButtonVisible = false; Resizable = false; usernameLabel = new Label(manager); usernameLabel.Init(); usernameLabel.Text = "Username:"******"Password:"******""; username.Width = 250; username.Height = 25; username.Top = 10; username.Left = 75; username.Parent = this; Add(username); password = new TextBox(manager); password.Init(); password.Text = ""; password.Width = 250; password.Height = 25; password.Top = 40; password.Left = 75; password.Parent = this; password.KeyDown += new KeyEventHandler(password_KeyDown); Add(password); loginButton = new Button(manager); loginButton.Init(); loginButton.Text = "Login"; loginButton.Height = 25; loginButton.Top = 80; loginButton.Left = 170; loginButton.Parent = this; Add(loginButton); exitButton = new Button(manager); exitButton.Init(); exitButton.Text = "Exit"; exitButton.Height = 25; exitButton.Top = 80; exitButton.Left = 250; exitButton.Parent = this; Add(exitButton); loginButton.Click += new TomShane.Neoforce.Controls.EventHandler(btnLogin_Click); exitButton.Click += new TomShane.Neoforce.Controls.EventHandler(btnExit_Click); serverConfig = this.game.getServerConfig(); }