public StateManager(ContentManager content, GraphicsDevice pGraphics) { ///centerCoordParam = blurEffect.Parameters["fCenter"]; mCurrentState = mNextState = SCREEN_STATES.SPLASH_SCREEN; changeScreen = false; mContent = content; mGraphics = pGraphics; mInputManagerPlayerOne = new InputManager(PlayerIndex.One); //intantiate screens mSplashScreen = new SplashScreen(new EventHandler(SplashScreenEvent), pGraphics); mGameScreen = new GameScreen(new EventHandler(GameScreenEvent), pGraphics); mMenuScreen = new MainMenuScreen(new EventHandler(MenuScreenEvent), pGraphics); //mCurrentScreen = mGameScreen tempRenderTargetOne = new RenderTarget2D(mGraphics, screenWidth, screenHeight); tempRenderTargetTwo = new RenderTarget2D(mGraphics, screenWidth, screenHeight); tempBinding = mGraphics.GetRenderTargets(); mGraphics.SetRenderTarget(tempRenderTargetOne); //effects noiseEffect = content.Load<Effect>("Noise"); SepiaEffect = content.Load<Effect>("Sepia"); noiseFilter = noiseEffect.Parameters["noisefilter"]; blackLine = noiseEffect.Parameters["blkLine"]; TempNoise = new Texture2D[3]; TempNoise[0] = content.Load<Texture2D>("NOISE/noise1"); TempNoise[1] = content.Load<Texture2D>("NOISE/noise2"); TempNoise[2] = content.Load<Texture2D>("NOISE/noise3"); rand = new Random(); noise = 0; }
public override void init(ContentManager content) { Texture2D temp; temp = content.Load<Texture2D>("FPO/Cursor"); mMenuManager = new InputManager(mMenuPlayer); coolDown = 500; addListeners(); mBG.init(content); mCursor.createSprite(temp, new Rectangle(0,0,temp.Width, temp.Height)); mCourts = content.Load<Texture2D>("FPO/MenuScreen"); mControls = content.Load<Texture2D>("FPO/Controls"); mSelection = 0; mCursorLocation = new Vector2(mSelectionLocations[mSelection].X - 18, mSelectionLocations[mSelection].Y); showTime = MAX_CONTROL_TIME; }