/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } gameFont = content.Load <SpriteFont>("Fonts/gamefont"); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = ScreenManager.SpriteBatch; // Create and load the level. level = new Level(content); // Load level and music. level.LoadLevel(); // Create the Shoes. shoes = new Shoes(level.getPlayerStartingPosition(), content.Load <Texture2D>("Sprites/Shoes32x48"), Character.State.Idle_Right, 0, 32, 48, 0, spriteBatch, 720, 1280, Keys.W, Keys.A, Keys.S, Keys.D, content); // Set the initial position of the player. shoes.Position = level.getPlayerStartingPosition(); // Create the Guy. guy = new Guy(content.Load <Texture2D>("Sprites/Guy32x48"), spriteBatch, 0, 0, 32, 48, 720, 1280, content); // Load the debug font. We use this for debugging purposes. debugFont = content.Load <SpriteFont>("Fonts/debugFont"); // Loads the sound effects that will be used in the game. SoundEffectHandler.LoadSoundEffects(content); mouseRect = new Rectangle(Mouse.GetState().X, Mouse.GetState().Y, 16, 16); }