/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } /* LOAD TEXTURES, SOUNDS AND FONTS */ ScreenTexture = new Texture2D(ScreenManager.GraphicsDevice, 1, 1); ScreenTexture.SetData(new Color[] { Color.White }); paddle = content.Load <Texture2D>("Pong\\Textures\\pongpaddle"); ball = content.Load <Texture2D>("Pong\\Textures\\pongball"); pause = content.Load <SoundEffect>("DuckHunt\\Sounds\\pause"); paddlehit = content.Load <SoundEffect>("Pong\\Sounds\\paddlehit"); wallhit = content.Load <SoundEffect>("Pong\\Sounds\\wallbounce"); balldie = content.Load <SoundEffect>("Pong\\Sounds\\deadball"); m_score_fnt = content.Load <SpriteFont>("Fonts\\hugenesfont"); /* Create Players */ m_player1 = new Paddle(0, paddle, boxrec); m_player2 = new Paddle(1, paddle, boxrec); CollisionData[] temp = new CollisionData[4]; temp[0] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X, HelperUtils.SafeBoundary.Y + -81, 1024, 80)); temp[1] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X, HelperUtils.SafeBoundary.Y + 613, 1024, 80)); temp[2] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X + -81, HelperUtils.SafeBoundary.Y, 80, 612)); temp[3] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X + 1024, HelperUtils.SafeBoundary.Y, 80, 612)); /* Create Ball */ m_ball = new PongBall(temp, paddlehit, wallhit); m_ball.AddAnimation(new Sprite(ball)); m_ball.SetCurrentAnimation(0); m_ball.X_Pos = ScreenManager.GraphicsDevice.Viewport.Width / 2; m_ball.Y_Pos = (int)HelperUtils.GetRandomNumber(HelperUtils.SafeBoundary.Y, HelperUtils.SafeBoundary.Height - ball.Height); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); /* LOAD TEXTURES, SOUNDS AND FONTS */ ScreenTexture = new Texture2D(ScreenManager.GraphicsDevice, 1, 1); ScreenTexture.SetData(new Color[] { Color.White }); paddle = content.Load<Texture2D>("Pong\\Textures\\pongpaddle"); ball = content.Load<Texture2D>("Pong\\Textures\\pongball"); pause = content.Load<SoundEffect>("DuckHunt\\Sounds\\pause"); paddlehit = content.Load<SoundEffect>("Pong\\Sounds\\paddlehit"); wallhit = content.Load<SoundEffect>("Pong\\Sounds\\wallbounce"); balldie = content.Load<SoundEffect>("Pong\\Sounds\\deadball"); m_score_fnt = content.Load<SpriteFont>("Fonts\\hugenesfont"); /* Create Players */ m_player1 = new Paddle(0, paddle, boxrec); m_player2 = new Paddle(1, paddle, boxrec); CollisionData[] temp = new CollisionData[4]; temp[0] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X, HelperUtils.SafeBoundary.Y + -81, 1024, 80)); temp[1] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X, HelperUtils.SafeBoundary.Y + 613, 1024, 80)); temp[2] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X + -81, HelperUtils.SafeBoundary.Y, 80, 612)); temp[3] = new CollisionData(new Rectangle(HelperUtils.SafeBoundary.X + 1024, HelperUtils.SafeBoundary.Y, 80, 612)); /* Create Ball */ m_ball = new PongBall(temp , paddlehit, wallhit); m_ball.AddAnimation(new Sprite(ball)); m_ball.SetCurrentAnimation(0); m_ball.X_Pos = ScreenManager.GraphicsDevice.Viewport.Width / 2; m_ball.Y_Pos = (int)HelperUtils.GetRandomNumber(HelperUtils.SafeBoundary.Y, HelperUtils.SafeBoundary.Height - ball.Height); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); }