/// <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); ARIAL = Content.Load <SpriteFont>("Arial"); TEXTURES.Add("T_Desert", Content.Load <Texture2D>("DesertTile")); TEXTURES.Add("T_Fields", Content.Load <Texture2D>("FieldsTile")); TEXTURES.Add("T_Forest", Content.Load <Texture2D>("ForestTile")); TEXTURES.Add("T_Hills", Content.Load <Texture2D>("HillsTile")); TEXTURES.Add("T_Mountains", Content.Load <Texture2D>("MountainsTile")); TEXTURES.Add("T_Pasture", Content.Load <Texture2D>("PastureTile")); TEXTURES.Add("T_Water", Content.Load <Texture2D>("WaterTile")); TEXTURES.Add("TO_Number", Content.Load <Texture2D>("NumberTile")); TEXTURES.Add("TO_Road", Content.Load <Texture2D>("RoadToken")); TEXTURES.Add("TO_Settle", Content.Load <Texture2D>("HouseToken")); TEXTURES.Add("TO_City", Content.Load <Texture2D>("CityToken")); TEXTURES.Add("TO_Robber", Content.Load <Texture2D>("Robber")); base.LoadContent(); startScreen = new MapScreen(state); screenManager.AddScreen("map", startScreen); }
public void AddTextures(string name) { if (TEXTURES == null) { TEXTURES = new List <string>(); } name = name.Replace('/', '\\'); if (!TEXTURES.Contains(name)) { TEXTURES.Add(name); } }