/// <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); AwesomeAsteroid = ObjModelLoader.LoadFromFile("Models/rock.obj"); asteroid = Texture2D.FromFile(graphics.GraphicsDevice,"Models/rock.jpg",256,256); gamePadTexture = Content.Load<Texture2D> ("gamepad.png"); var ship1t = gameType == GameType.Retro ? "Content/Retro/ship.pdf" : "Content/ship.pdf"; var ship2t = gameType == GameType.Retro ? "Content/Retro/ship.pdf" : "Content/ship-thrust.pdf"; var ship1 = Texture2D.FromFile(graphics.GraphicsDevice,ship1t,35,35); var ship2 = Texture2D.FromFile(graphics.GraphicsDevice,ship2t,35,35); ship = new Ship (ship1,ship2); //ship.Scale = .05f; bullet = new Sprite (Content.Load<Texture2D> ("shot-frame1")); //bullet.Scale = .05f; ReloadAsteroids(); myFont = Content.Load<SpriteFont> ("Fonts/SpriteFont1"); banner = Content.Load<Texture2D> ("BANNER"); var gamePadH = ScreenHeight - 100; var gamePadLeft = ScreenWidth -80; //Console.WriteLine (gamePadH); // Set the virtual GamePad ButtonDefinition BButton = new ButtonDefinition (); BButton.Texture = gamePadTexture; BButton.Position = new Vector2 (gamePadLeft, gamePadH + 10); BButton.Type = Buttons.B; BButton.TextureRect = new Rectangle (72, 77, 36, 36); ButtonDefinition AButton = new ButtonDefinition (); AButton.Texture = gamePadTexture; AButton.Position = new Vector2 (gamePadLeft - 75, gamePadH + 10); AButton.Type = Buttons.A; AButton.TextureRect = new Rectangle (73, 114, 36, 36); GamePad.ButtonsDefinitions.Add (BButton); GamePad.ButtonsDefinitions.Add (AButton); ThumbStickDefinition thumbStick = new ThumbStickDefinition (); thumbStick.Position = new Vector2 (50, gamePadH); thumbStick.Texture = gamePadTexture; thumbStick.TextureRect = new Rectangle (2, 2, 68, 68); GamePad.LeftThumbStickDefinition = thumbStick; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { ScreenWidth = ScreenManager.Width; ScreenHeight = ScreenManager.Height; gameType = Settings.GameType; useAccel = Settings.UseAccel; if (Content == null) Content = new ContentManager (ScreenManager.Game.Services, "Content"); // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = ScreenManager.SpriteBatch; //AwesomeAsteroid = ObjModelLoader.LoadFromFile ("Models/rock.obj"); //asteroid = Texture2D.FromFile (ScreenManager.GraphicsDevice, "Models/rock.jpg", 256, 256); pauseButtonTexture = Content.Load<Texture2D> ("pause.png"); var ship1t = gameType == GameType.Retro ? "Content/Retro/ship.pdf" : "Content/ship.pdf"; var ship2t = gameType == GameType.Retro ? "Content/Retro/ship.pdf" : "Content/ship-thrust.pdf"; var ship1 = Texture2D.FromFile (ScreenManager.GraphicsDevice, ship1t, 35, 35); var ship2 = Texture2D.FromFile (ScreenManager.GraphicsDevice, ship2t, 35, 35); ship = new Ship (ship1, ship2); freeManSprite = new Sprite (ship2); //ship.Scale = .05f; bullet = new Sprite (Content.Load<Texture2D> ("shot-frame1")); //bullet.Scale = .05f; ReloadAsteroids (); myFont = Content.Load<SpriteFont> ("Fonts/SpriteFont1"); alienFired = ScreenManager.Game.Content.Load<SoundEffect> ("fire"); alienDied = ScreenManager.Game.Content.Load<SoundEffect> ("Alien_Hit"); playerFired = ScreenManager.Game.Content.Load<SoundEffect> ("fire"); playerDied = ScreenManager.Game.Content.Load<SoundEffect> ("Player_Hit"); //Console.WriteLine (gamePadLeft); // Set the virtual GamePad GamePad.ButtonsDefinitions.Clear (); var gamePadH = ScreenHeight - 100; var gamePadLeft = ScreenWidth - 80; ButtonDefinition XButton = new ButtonDefinition (); XButton.Texture = pauseButtonTexture; XButton.Position = new Vector2 (gamePadLeft, 0 + 10 + (int)myFont.FontSize + 10); XButton.Type = Buttons.X; XButton.TextureRect = new Rectangle (0, 0, 30, 30); GamePad.ButtonsDefinitions.Add (XButton); if (!useAccel) { //Setup the controller if they are not using the accelerometer gamePadTexture = Content.Load<Texture2D> ("gamepad.png"); //leftButtonTexture = Content.Load<Texture2D>("leftArrow.png"); //rightButtonTexture = Content.Load<Texture2D>("rightArrow.png"); //upButtonTexture = Content.Load<Texture2D>("upArrow.png"); //ButtonDefinition left = new ButtonDefinition(); //Console.WriteLine (gamePadH); // Set the virtual GamePad /* ButtonDefinition BButton = new ButtonDefinition (); BButton.Texture = gamePadTexture; BButton.Position = new Vector2 (gamePadLeft, gamePadH + 10); BButton.Type = Buttons.B; BButton.TextureRect = new Rectangle (72, 77, 36, 36); ButtonDefinition AButton = new ButtonDefinition (); AButton.Texture = gamePadTexture; AButton.Position = new Vector2 (gamePadLeft - 75, gamePadH + 10); AButton.Type = Buttons.A; AButton.TextureRect = new Rectangle (73, 114, 36, 36); ButtonDefinition LeftButton = new ButtonDefinition(); LeftButton.Texture = leftButtonTexture; LeftButton.Position = new Vector2(50,gamePadH); LeftButton.Type = Buttons.DPadLeft; LeftButton.TextureRect = new Rectangle(0,0,40,40); ButtonDefinition RightButton = new ButtonDefinition(); RightButton.Texture = rightButtonTexture; RightButton.Position = new Vector2(50 + 40 +4,gamePadH); RightButton.Type = Buttons.DPadRight; RightButton.TextureRect = new Rectangle(0,0,40,40); ButtonDefinition UpButton = new ButtonDefinition(); UpButton.Texture = upButtonTexture; UpButton.Position = new Vector2(50 + 22,gamePadH - 44); UpButton.Type = Buttons.DPadUp; UpButton.TextureRect = new Rectangle(0,0,40,40); GamePad.ButtonsDefinitions.Add(LeftButton); GamePad.ButtonsDefinitions.Add(RightButton); GamePad.ButtonsDefinitions.Add(UpButton); GamePad.ButtonsDefinitions.Add (BButton); GamePad.ButtonsDefinitions.Add (AButton); */ ThumbStickDefinition thumbStick = new ThumbStickDefinition (); thumbStick.Position = new Vector2 (50, gamePadH); thumbStick.Texture = gamePadTexture; thumbStick.TextureRect = new Rectangle (2, 2, 68, 68); GamePad.LeftThumbStickDefinition = thumbStick; } else { GamePad.LeftThumbStickDefinition = null; } SetupGame (); if (gameType != GameType.Retro) particles = new ParticleSystem (ScreenManager.Game.Content, ScreenManager.SpriteBatch); ScreenManager.Game.ResetElapsedTime (); }