예제 #1
0
        /// <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);

            explosion = Content.Load <SoundEffect>(@"Sounds\explosion");

#if ZUNE
            backgroundThread.IsBackground = true;
            backgroundThread.Start();
#endif

            startMenu    = Content.Load <Texture2D>(@"Textures\startmenu");
            centerVector = new Vector2((viewportWidth - startMenu.Width) / 2,
                                       (viewportHeight - startMenu.Height) / 2);

            background.Load(spriteBatch);
            player.Load(spriteBatch);
            fade.Load(spriteBatch);
            explosionManager.Load(spriteBatch);

            fps.Load(spriteBatch);
            fps.InSpriteBatch = true;

            ActivateStartMenu();
        }
예제 #2
0
        /// <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);

            startMenu    = Content.Load <Texture2D>(@"Textures\startmenu");
            centerVector = new Vector2((viewportWidth - startMenu.Width) / 2,
                                       (viewportHeight - startMenu.Height) / 2);

            background.Load(spriteBatch);
            player.Load(spriteBatch);
            fade.Load(spriteBatch);
            explosionManager.Load(spriteBatch);

            ActivateStartMenu();
        }
예제 #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width,
                                              GraphicsDevice.Viewport.Height, true, GraphicsDevice.DisplayMode.Format, GraphicsDevice.PresentationParameters.DepthStencilFormat);

            //renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth,
            //    GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);


            //,            GraphicsDevice.PresentationParameters.MultiSampleCount, GraphicsDevice.PresentationParameters.MultiSampleType, GraphicsDevice.PresentationParameters.MultiSampleQuality

            //effect = Content.Load<Effect>(@"Effects\Normal");
            //effect = Content.Load<Effect>(@"Effects\NightTime");
            //effect = Content.Load<Effect>(@"Effects\Negative");
            //effect = Content.Load<Effect>(@"Effects\SwitchRGB");
            //effect = Content.Load<Effect>(@"Effects\Sharpen");
            //effect = Content.Load<Effect>(@"Effects\Blur");
            //effect = Content.Load<Effect>(@"Effects\Embossed");
            //effect = Content.Load<Effect>(@"Effects\GrayScale");
            //effect = Content.Load<Effect>(@"Effects\Chalk");
            //effect = Content.Load<Effect>(@"Effects\Wavy");

            explosion = Content.Load <SoundEffect>(@"Sounds\explosion");

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            startMenu    = Content.Load <Texture2D>(@"Textures\startmenu");
            centerVector = new Vector2((viewportWidth - startMenu.Width) / 2,
                                       (viewportHeight - startMenu.Height) / 2);

            background.Load(spriteBatch);
            player.Load(spriteBatch);
            fade.Load(spriteBatch);
            explosionManager.Load(spriteBatch);

            ActivateStartMenu();
        }