/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here gameContent = new GameContent(Content); screenWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; if (screenWidth >= 502) { screenWidth = 502; } if (screenHeight >= 700) { screenHeight = 700; } graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; graphics.ApplyChanges(); int paddleX = (screenWidth - gameContent.imgPaddle.Width) / 2; int paddleY = (screenHeight - 100); paddle = new Paddle(paddleX, paddleY, screenWidth, spriteBatch, gameContent); wall = new Wall(1, 50, spriteBatch, gameContent); gameBorder = new GameBorder(screenWidth, screenHeight, spriteBatch, gameContent); ball = new Ball(screenWidth, screenHeight, spriteBatch, gameContent); staticBall = new Ball(screenWidth, screenHeight, spriteBatch, gameContent); staticBall.X = 25; staticBall.Y = 25; staticBall.Visible = true; staticBall.UseRotation = false; }
public GameState(GameBorder border) { this.border = border; init(); }