public Level(IServiceProvider serviceProvider, int levelIndex, Player thePlayer) { // create the content manager this.content = new ContentManager(serviceProvider, "Content"); // load the layers for now _layers = new Layer[1]; _layers[0] = new Layer(content, "Backgrounds/Layer0"); // _layers[1] = new Layer(content, "Backgrounds/Layer1"); // _layers[2] = new Layer(content, "Backgrounds/Layer2"); this.player = thePlayer; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("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); //mine //input = new InputHandler(); player = new Player(ScreenManager.Game); //, input); entityList.Add(player); // 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(); LoadNextLevel(); } }