protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Load block sprites BlockTextures.Add('?', Content.Load <Texture2D>("Images/block_white")); BlockTextures.Add('S', Content.Load <Texture2D>("Images/block_red")); BlockTextures.Add('I', Content.Load <Texture2D>("Images/block_cyan")); BlockTextures.Add('O', Content.Load <Texture2D>("Images/block_yellow")); BlockTextures.Add('L', Content.Load <Texture2D>("Images/block_blue")); BlockTextures.Add('J', Content.Load <Texture2D>("Images/block_orange")); BlockTextures.Add('Z', Content.Load <Texture2D>("Images/block_green")); BlockTextures.Add('T', Content.Load <Texture2D>("Images/block_purple")); background = Content.Load <Texture2D>("Images/background"); // Player player = new player(Content.Load <Texture2D>("Images/donekindof"), new Vector2(100, 700)); // Texture 1px texture1px = new Texture2D(GraphicsDevice, 1, 1); texture1px.SetData(new Color[] { Color.White }); // boardTexture boardRect = new Texture2D(graphics.GraphicsDevice, BoardLocation.Width, BoardLocation.Height); Color[] data = new Color[BoardLocation.Width * BoardLocation.Height]; for (int i = 0; i < data.Length; ++i) { data[i] = Color.AliceBlue; } boardRect.SetData(data); // Load Fonts GameFont = Content.Load <SpriteFont>("Fonts/MyFont"); //load endimage winGame = Content.Load <Texture2D>("Images/end_flag_96x96"); ground = Content.Load <Texture2D>("Images/ground_320x96"); ground1 = Content.Load <Texture2D>("Images/ground_96x64"); }