/// <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. Source.Engine.Globals.MyContent = this.Content; Source.Engine.Globals.MySpriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here _cursor = new Source.Engine.Asset2D("Assets\\UI\\cursor_arrow", Vector2.Zero, new Vector2(40, 40)); Source.Engine.Globals.NormalEffect = Source.Engine.Globals.MyContent.Load <Effect>("Shaders\\basic_shader"); Source.Engine.Globals.MyKeyboard = new Source.Engine.Input.MyKeyboard(); Source.Engine.Globals.MyMouse = new Source.Engine.Input.MyMouseControl(); _mainMenu = new Source.GamePlay.MainMenu(ChangeGameState, ExitGame); _gameplay = new Source.GamePlay.GamePlay(ChangeGameState); }
public SquareGrid(Vector2 a_slotDims, Vector2 a_startPos, Vector2 a_gridDims, XElement a_map, float a_gravity = .8f, float a_friction = .5f) { _gravity = a_gravity; _friction = a_friction; _showGrid = false; _slotDims = a_slotDims; _gridDims = a_gridDims; _physicalStartPos = new Vector2((int)a_startPos.X, (int)a_startPos.Y); _totalPhysicalDims = new Vector2((int)_gridDims.X * a_slotDims.X, (int)_gridDims.Y * a_slotDims.Y); _topLeft = Vector2.Zero; _botRight = new Vector2(_totalPhysicalDims.X, _totalPhysicalDims.Y); _currentHoverSlot = new Vector2(-1, -1); SetBaseGrid(); _gridImg = new Asset2D("Assets\\UI\\shade", _slotDims / 2, new Vector2(_slotDims.X - 2, _slotDims.Y - 2)); LoadData(a_map); }