/// <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. Map.map = Map.Parse(currentMap); cellsWithTower = new List <Cell>(); spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; towersText = new Texture2D[10]; uiTextures = new Texture2D[10]; cam = new Camera(); cam.position = new Vector2(0, Map.initialPathLocation.Y - GraphicsDeviceManager.DefaultBackBufferHeight / 2); debugFont = Content.Load <SpriteFont>("SpriteFont1"); font = Content.Load <SpriteFont>("SpriteFont1"); creepText = Content.Load <Texture2D>("Creep"); wave = new CreepWave(30); towerRange = Content.Load <Texture2D>("range"); missileText = Content.Load <Texture2D>("Missile"); mainMenuButtons[0] = Content.Load <Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load <Texture2D>("OptsButton"); cellT = Content.Load <Texture2D>("Cell"); towersText[0] = Content.Load <Texture2D>("Tower"); uiTextures[0] = Content.Load <Texture2D>("UIParts/UI_Bottom"); uiTextures[1] = Content.Load <Texture2D>("Icons/deleteIcon"); uiTextures[2] = Content.Load <Texture2D>("Icons/addIcon"); uiTextures[3] = Content.Load <Texture2D>("Icons/upgradeIcon"); currentMenu = new Menus.MainMenu(); options = new Menus.Options(graphics); gameUi = new InGameUI(uiTextures, ref cellsWithTower); ingamemenu = new Menus.InGameMenu(ref cam, ref cellsWithTower, currentMap); gameOverMenu = new Menus.GameOverMenu(ref cam, ref cellsWithTower, currentMap); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0], 100, false); }
/// <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. Map.map = Map.Parse(currentMap); cellsWithTower = new List<Cell>(); spriteBatch = new SpriteBatch(GraphicsDevice); mainMenuButtons = new Texture2D[3]; towersText = new Texture2D[10]; uiTextures = new Texture2D[10]; cam = new Camera(); cam.position = new Vector2(0, Map.initialPathLocation.Y - GraphicsDeviceManager.DefaultBackBufferHeight / 2); debugFont = Content.Load<SpriteFont>("SpriteFont1"); font = Content.Load<SpriteFont>("SpriteFont1"); creepText = Content.Load<Texture2D>("Creep"); wave = new CreepWave(30); towerRange = Content.Load<Texture2D>("range"); missileText = Content.Load<Texture2D>("Missile"); mainMenuButtons[0] = Content.Load<Texture2D>("PlayButton"); mainMenuButtons[1] = Content.Load<Texture2D>("OptsButton"); cellT = Content.Load<Texture2D>("Cell"); towersText[0] = Content.Load<Texture2D>("Tower"); uiTextures[0] = Content.Load<Texture2D>("UIParts/UI_Bottom"); uiTextures[1] = Content.Load<Texture2D>("Icons/deleteIcon"); uiTextures[2] = Content.Load<Texture2D>("Icons/addIcon"); uiTextures[3] = Content.Load<Texture2D>("Icons/upgradeIcon"); currentMenu = new Menus.MainMenu(); options = new Menus.Options(graphics); gameUi = new InGameUI(uiTextures, ref cellsWithTower); ingamemenu = new Menus.InGameMenu(ref cam, ref cellsWithTower, currentMap); gameOverMenu = new Menus.GameOverMenu(ref cam, ref cellsWithTower, currentMap); clippedToMouse = new Tower(Point.Zero, Tower.Types.type1, towersText[0], 100, false); }