public override void LoadContent() { int width = Map.TileWidth; int height = Map.TileHeight; var gridTexture = new Texture2D(_graphics.GraphicsDevice, width, height); gridTexture.SetData(Helpers.GetBorder(width, height, 1, Color.Black)); _grids = new List <Sprite>(); int tileXCount = _gameModel.ScreenWidth / width; int tileYCount = _gameModel.ScreenHeight / height; for (int y = 0; y < tileYCount; y++) { for (int x = 0; x < tileXCount; x++) { var position = new Vector2((x * width) - (width / 2), y * height - (height / 2)); _grids.Add(new Sprite(gridTexture) { Position = position }); } } _map = new Map(tileXCount, tileYCount + 1); _player = new Entities.Roaming.Player(_content.Load <Texture2D>("Roaming/Player"), _map) { Position = new Vector2(240, 440), }; _afterBattleState = new AfterBattleState(_gameModel, _players); _afterBattleState.LoadContent(); _pauseState = new PauseState(_gameModel, _players); _pauseState.LoadContent(); _mapState = new MapState(_gameModel, _players); _mapState.LoadContent(); SetAreas(); LoadArea(_areas.FirstOrDefault()); _transition = new FourCornersTransition(_gameModel); }
protected override void LoadContent() { Content = Game.Content; this.spriteBatch = new SpriteBatch(GraphicsDevice); // Unless set from outside, load the default font which is shared for all states if (this.Font == null) { this.Font = Content.Load <SpriteFont>(this.fontAsset); } // TODO: This might be better do somehow else if (PauseState != null) { PauseState.LoadContent(); } base.LoadContent(); }