public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } spriteBatch = new SpriteBatch(ScreenManager.GraphicsDevice); //Load up the players based on connected controllers for (int i = 0; i < 4; i++) { if (GamePad.GetState((PlayerIndex)i).IsConnected) { playerManager.AddPlayer((PlayerIndex)i); } } //If there are no connected controllers if (playerManager.playerList.Count == 0) { //Still add Player 1 -- he'll use the keyboard! playerManager.AddPlayer(PlayerIndex.One); playerManager.AddPlayer(PlayerIndex.Two); } //Set the initial positions of the players. playerManager.SetInitialPositions(); //Initialize the system-wide number of players Defines.NUM_PLAYERS = playerManager.playerList.Count; base.LoadContent(); }
public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } spriteBatch = new SpriteBatch(ScreenManager.GraphicsDevice); //Load up the players based on connected controllers for (int i = 0; i < 4; i++) { if (GamePad.GetState((PlayerIndex)i).IsConnected) { playerManager.AddPlayer((PlayerIndex)i); } } //If there are no connected controllers if (playerManager.playerList.Count == 0) { //Still add Player 1 -- he'll use the keyboard! playerManager.AddPlayer(PlayerIndex.One); playerManager.AddPlayer(PlayerIndex.Two); } //Set the initial positions of the players. playerManager.SetInitialPositions(); //Initialize the system-wide number of players Defines.NUM_PLAYERS = playerManager.playerList.Count; //Load enemies and their initial attributes for (int i = 0; i < NUM_ENEMIES; i++) { //Add the enemy to the sprite manager enemySpriteManager.spriteList.Add(new Pawn(ScreenManager.Game)); } //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(); base.LoadContent(); }