public WorldAutoElements WorldAutoElements() { WorldAutoElements autoElements = new WorldAutoElements(); autoElements.Init(Content.Load <Texture2D>("Graphics/Items/Transportation/smallBoat")); return(autoElements); }
protected override void LoadContent() { GSS.spriteBatch = new SpriteBatch(GraphicsDevice); //Font Loading GSS.baseFont = Content.Load<SpriteFont>("Fonts/Arial"); //Load Main Menu Buttons List<Texture2D> MainMenuBtn = new List<Texture2D>(); MainMenuBtn.Add(Content.Load<Texture2D>("Menu/easy")); MainMenuBtn.Add(Content.Load<Texture2D>("Menu/medium")); List<Texture2D> MainMenuActiveBtn = new List<Texture2D>(); MainMenuActiveBtn.Add(Content.Load<Texture2D>("Menu/easyActive")); MainMenuActiveBtn.Add(Content.Load<Texture2D>("Menu/mediumActive")); GSS.DefaultTex = Content.Load<Texture2D>("Graphics/Maps/WorldMap/Minimap"); //Worldmap tex Texture2D[] WorldMap = new Texture2D[3]; WorldMap[0] = Content.Load<Texture2D>("Graphics/Maps/WorldMap/BaseMap"); WorldMap[1] = Content.Load<Texture2D>("Graphics/Maps/WorldMap/BaseMap1"); WorldMap[2] = Content.Load<Texture2D>("Graphics/Maps/WorldMap/BaseMap2"); Texture2D[] WorldClouds = new Texture2D[1]; WorldClouds[0] = Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Cloud/cloud1"); //WorldmapTiles List<Texture2D> WorldMapTextures = new List<Texture2D>(); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Land/Grass")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Land/Sand")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Water/Shallow")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Water/Ocean")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/Water/DeepOcean")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/CityGround")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/CityWall")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/Harbour")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofStoneUp")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofStoneDown")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofStoneRight")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofStoneLeft")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofStoneCornerUpRight")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofMiddleVertical")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofMiddleHorisontal")); WorldMapTextures.Add(Content.Load<Texture2D>("Graphics/Maps/WorldMap/Overlay/City/House/Roof/RoofMiddleCornerUpRight")); Texture2D[] MinimapAssets = new Texture2D[2]{ Content.Load<Texture2D>("Graphics/Maps/WorldMap/Minimap"), Content.Load<Texture2D>("Graphics/Misc/Minimap/MinimapCursor") }; //Load Character sprites World_Character wCharacter = new World_Character(Content.Load<Texture2D>("Graphics/People/PC/baseChar")); //Init Intro //Init Main Menu GSS.mainMenu.InitMenu(MainMenuBtn.ToArray(), MainMenuActiveBtn.ToArray()); //Init In-game Menu GSS.ingameMenu.initMenu(Content.Load<Texture2D>("Menu/Ingame/Menu1")); //Init WorldMap WorldAutoElements autoElements = new WorldAutoElements(); autoElements.Init(Content.Load<Texture2D>("Graphics/Items/Transportation/smallBoat")); GSS.world.InitTiles(WorldMapTextures.ToArray(), WorldMap, MinimapAssets, WorldClouds, wCharacter, autoElements); //Init Area //Init Battle //Init Scene }