/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { Global.init(); TouchManager.init(); for (int i = 0; i < emitters.Length; i++) { emitters[i] = new TouchEmitter(Global.ParticleManager, Vector3.Zero) { Step = 3, Speed = new Vector3(0, 0, 0), SpeedRange = new Vector3(0, 0, 0), Color = new Color(210, 235, 255), ColorRange = new Color(0.0f, 0.03f, 0.0f, 0.0f), SpeedTransferMultiplier = 1f }; emitters[i].Emitted += new ParticleEmittedEventHandler(Game1_Emitted); } Global.Camera.Pos = new Vector3(0, 0, -1000); Global.Camera.LookAtPos = new Vector3(0); /*panelManager.Add(Color.White); panelManager.Add(Color.White); panelManager.Add(Color.White); panelManager.Add(Color.White); panelManager.Add(Color.White); panelManager.Add(Color.White);*/ for (int i = 0; i < 1; i++) { MusicManager.AddPanelManager(MusicalScaleType.Pentatonic); } for (int i = 0; i < MusicManager.PanelManagers.Count; i++) { MusicManager.PanelManagers[i].NoteOffset = 0; } MusicManager.Update(); MusicManager.StartAnalysis(); for (int i = 0; i < 10; i++) { for (int o = 0; o < 10; o++) { //var p = new Ellipse(Global.ParticleManager, new Vector3(i * 300, 0, o * 300), 24) { Color = MyMath.Between(Color.Aqua, Color.Red, (float)o / 10), Speed = new Vector3(0, 1, 0) }; //p.Behaviors.Add(new Behaviors.Disappear(100, 0.1f, 0.01f, 1)); //p.Behaviors.Add(new Behaviors.Spin(new Vector3(100, 50, 25), new Vector3(5, 4, 2))); } } //new Ellipse(Global.ParticleManager, new Vector3(0, 0, 1000), 30) { Color = Color.Aqua, Speed = new Vector3(0, 0, 0) }; spriteBatch = new SpriteBatch(GraphicsDevice); this.IsMouseVisible = true; startUpWorker.RunWorkerAsync(); threadTimer.Start(); graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = (int)(graphics.PreferredBackBufferWidth * (9f / 16f)); //graphics.IsFullScreen = true; graphics.ApplyChanges(); socketThreadStart = new ThreadStart(SocketMethod); Global.Output += "LoadContent completed"; CreateRenderTargets(1920, (9f / 16f)); dse = new DynamicSoundEffectInstance(44100, AudioChannels.Mono); dse.BufferNeeded += new EventHandler<EventArgs>(dse_BufferNeeded); //dse.Play(); // TODO: use this.Content to load your game content here }