Exemplo n.º 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();
        }
Exemplo n.º 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);

            sphere = Content.Load <Model>(@"Models\sphere0");

            fps.Load(spriteBatch);
        }
Exemplo n.º 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()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            fps.Load(spriteBatch);

            model = Content.Load <Model>(@"Models\asteroid1");

            originalAsteroid = Content.Load <Texture2D>(@"Textures\asteroid1");
            greyAsteroid     = Content.Load <Texture2D>(@"Textures\asteroid1-grey");

            effect = Content.Load <Effect>(@"Effects\AmbientTexture");
            effect.Parameters["AmbientColor"].SetValue(Color.Red.ToVector4());
        }
Exemplo n.º 4
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);

            fps.Load(spriteBatch);

            model   = Content.Load <Model>(@"Models\asteroid1");
            texture = Content.Load <Texture2D>(@"Textures\asteroid1");
            effect  = Content.Load <Effect>(@"Effects\AmbientTexture");
            effect.Parameters["AmbientColor"].SetValue(
                Color.WhiteSmoke.ToVector4());

            //skybox = Content.Load<Skybox>(@"Skyboxes\skybox2");
            skybox.Load(@"Skyboxes\skybox2");

            base.LoadContent();
        }
Exemplo n.º 5
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);

            fps.Load(spriteBatch);

            tileSafeArea   = Utility.GetTitleSafeArea(GraphicsDevice, .8f);
            hotSpotTexture = CreateTexture(4, 1);

            fireEffect = Content.Load <Effect>(@"Effects\Fire");

            renderTarget1 = new RenderTarget2D(GraphicsDevice,
                                               GraphicsDevice.Viewport.Width,
                                               GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.None);// DepthFormat.Depth24Stencil8);

            renderTarget2 = new RenderTarget2D(GraphicsDevice,
                                               GraphicsDevice.Viewport.Width,
                                               GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.None); //);

            fire = null;
        }