public GameManager(SpriteFont f, SpriteFont sf, HoleManager h, AcidManager a, PlayerManager p, PowerUpManager pu, Board bo,Table tab, Texture2D st, Texture2D help, Texture2D ls) { font = f; scoreFont = sf; holeManager = h; acidManager = a; playerManager = p; powerupManager = pu; board = bo; table = tab; gamestate = GameState.normal; folds = 0; level = 0; startScreen = st; helpScreen = help; levelScreen = ls; for (int i = 0; i <= endLevel; i++) { levelsPics.Add(Game1.content.Load<Texture2D>("level" + i)); levelsPicsBtn.Add(new Rectangle(300 + ((levelsPics.ElementAt(i).Width+30) * ((i<3)? i : i-3)), (i < 3) ? 220 : 400, levelsPics.ElementAt(i).Width, levelsPics.ElementAt(i ).Height)); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { device = graphics.GraphicsDevice; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); SpriteFont font = Content.Load<SpriteFont>(@"font"); SpriteFont scoreFont = Content.Load<SpriteFont>("scoreFont"); HoleManager holeManager = new HoleManager(Content.Load<Texture2D>("hole2"), Content.Load<Effect>("effects")); AcidManager acidManager = new AcidManager(Content.Load<Texture2D>("acid"), Content.Load<Effect>("effects")); PlayerManager playerManager = new PlayerManager(Content.Load<Texture2D>("gum"), Content.Load<Effect>("effects"), Content.Load<Texture2D>("dupGum"), Content.Load<Texture2D>("staticGum")); PowerUpManager powerupManager = new PowerUpManager(Content.Load<Texture2D>("inkspot"), Content.Load<Effect>("effects")); Board board = new Board(Content.Load<Texture2D>("paper"), Content.Load<Effect>("effects")); Table table = new Table(Content.Load<Model>("Table")); camera = new Camera(this); input = new InputHandler(this); ourGame = new GameManager(font, scoreFont, holeManager, acidManager, playerManager, powerupManager, board,table, Content.Load<Texture2D>("startScreen"), Content.Load<Texture2D>("help"), Content.Load<Texture2D>("levelsScreen")); ourGame.loadCurrLevel(); }