/// <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. InputDevice2.Initalize(); HighScoresState.InitalizeHighScores(); //replace this with a join screen later #if XBOX InputDevice2.LockController(InputDevice2.PPG_Player.Player_1, InputDevice2.PlayerPad.GamePad1); #elif WINDOWS InputDevice2.LockController(InputDevice2.PPG_Player.Player_1, InputDevice2.PlayerPad.Keyboard); #endif spriteBatch = new SpriteBatch(GraphicsDevice); AnimationLib al = new AnimationLib(GraphicsDevice, spriteBatch); AnimationLib.cacheAtlasFiles(); //some of these assets are critical to render anything to the screen, and thus are not stored in a seperate thread saveIcon = Content.Load <Texture2D>("gfx/saveIcon"); debugFont = Content.Load <SpriteFont>("testFont"); whitePixel = Content.Load <Texture2D>("whitePixel"); pleaseWaitDialog = Content.Load <Texture2D>("pleaseWait"); asteroidsSpriteSheet = Content.Load <Texture2D>("ppg_asteroids"); for (int i = 0; i < starCount; i++) { stars[i] = new Vector2(rand.Next() % 2000 - 1000, rand.Next() % 2000 - 1000); starRotation[i] = (float)(rand.NextDouble() % (Math.PI * 2)); } new Thread(loadSpine2).Start(); new Thread(loadContent2).Start(); }