public LoadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void | ||
content | Microsoft.Xna.Framework.Content.ContentManager | |
리턴 | void |
public override void LoadContent(ContentManager Content, InputManager inputManager) { base.LoadContent(Content, inputManager); map.LoadContent(Content); player.LoadContent(Content); txtScoreBar = Content.Load <Texture2D>(Values.txtScoreBar); ScoreBar = new Sprite(txtScoreBar); ScoreBar.SetPosition(Values.scoreBarPosition); }
/// <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); SpriteMap = Content.Load <Texture2D>(@"Content\Sprites\spritemap"); player.LoadContent(Content); foreach (var obj in level.Enemies) { obj.LoadContent(Content); } // TODO: use this.Content to load your game content here baseFont = Content.Load <SpriteFont>("Content/Fonts/baseFont"); }
/// <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); //load tilemap tilemap = Content.Load<Tilemap>("NNmap1"); //load player player = new Player(); player.LoadContent(Content); player.Tilemap = tilemap; player.LayerIndex = tilemap.PlayerStart.Layer; //need to modify this slightly more than 1 tile to the right player.Position = tilemap.PlayerStart.Position + new Vector2(60, 20); //target 30 fps for sped-up play, minimum for normal collision function //will need to scale this with time scale: based on framerate on desktop computer this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 60.0f); //heart = Content.Load<Texture2D>("heart"); //load camera camera = new Camera(GraphicsDevice, tilemap); camera.Target = player; //enemies = new List<Enemy>(); //if (tilemap.EnemyLocations != null) //{ // foreach (EnemyStart e in tilemap.EnemyLocations) // { // enemies.Add(new Enemy(e.MonsterType, e.Layer, e.Position)); // } //} //gems = new List<Gem>(); //if (tilemap.Gems != null) //{ // foreach (GemLocation g in tilemap.Gems) // { // gems.Add(new Gem(g.GemType, g.Layer, g.Position)); // } //} //Licensed under Creative Commons Attribution - from freemusicarchive.org //bgSong = Content.Load<Song>("Sounds/Rolemusic - Leafless_Quince_Tree"); spriteFont = Content.Load<SpriteFont>("SpriteFont1"); //MediaPlayer.Play(bgSong); gameState = GameState.Start; }
/// <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); //load tilemap tilemap = Content.Load<Tilemap>("Map2"); //load player player = new Player(); player.LoadContent(Content); player.Tilemap = tilemap; player.LayerIndex = tilemap.PlayerStart.Layer; player.Position = tilemap.PlayerStart.Position; //heart = Content.Load<Texture2D>("heart"); //load camera camera = new Camera(GraphicsDevice, tilemap); camera.Target = player; //enemies = new List<Enemy>(); //if (tilemap.EnemyLocations != null) //{ // foreach (EnemyStart e in tilemap.EnemyLocations) // { // enemies.Add(new Enemy(e.MonsterType, e.Layer, e.Position)); // } //} //gems = new List<Gem>(); //if (tilemap.Gems != null) //{ // foreach (GemLocation g in tilemap.Gems) // { // gems.Add(new Gem(g.GemType, g.Layer, g.Position)); // } //} //Licensed under Creative Commons Attribution - from freemusicarchive.org //bgSong = Content.Load<Song>("Sounds/Rolemusic - Leafless_Quince_Tree"); spriteFont = Content.Load<SpriteFont>("SpriteFont1"); //MediaPlayer.Play(bgSong); gameState = GameState.Start; }