/// <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); ShapeTextures.initGraphics(graphics); for (int i = 0; i < 20; i++) { var circ = genCircle(); bool good = true; foreach (Primitive p in Circles) { if (p.shapeType.Intersects(circ.shapeType)) { good = false; } } if (good == true) { Circles.Add(circ); } else { i--; } } Circles.Sort((x, y) => - x.Mass.CompareTo(y.Mass)); font = Content.Load <SpriteFont>("mainFont"); gui = new GraphicalInterface(graphics.GraphicsDevice, font); gui.infoBar = Content.Load <Texture2D>("guiWindow1"); // TODO: use this.Content to load your game content here }
/// <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); ShapeTextures.initGraphics(graphics); for (int i = 0; i < 20; i++) { var circ = genCircle(); bool good = true; foreach (Primitive p in Circles) { if (p.shapeType.Intersects(circ.shapeType)) good = false; } if (good == true) Circles.Add(circ); else i--; } Circles.Sort((x, y) => -x.Mass.CompareTo(y.Mass)); font = Content.Load<SpriteFont>("mainFont"); gui = new GraphicalInterface(graphics.GraphicsDevice, font); gui.infoBar = Content.Load<Texture2D>("guiWindow1"); // TODO: use this.Content to load your game content here }