/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { // Developers Comment or uncomment the bloomComponent to run with effects or not // *************************** // Comment or uncomment from here // *************************** // create and add the bloom effect #if !BLOOM bloomComponent = new BloomComponent(ScreenManager.Game); bloomComponent.Settings = BloomSettings.PresetSettings[0]; ScreenManager.Game.Components.Add(bloomComponent); bloomComponent.Initialize(); bloomComponent.Visible = false; // we want to control when bloom component is drawn #endif // *************************** // Comment or uncomment to here // *************************** // create the starfield starfield = new Starfield(Vector2.Zero, ScreenManager.GraphicsDevice, ScreenManager.Content); starfield.LoadContent(); // start the background soundtrack AudioManager.PlaySoundTrack(); base.LoadContent(); }
/// <summary> /// Release graphics data. /// </summary> public override void UnloadContent() { if (starfield != null) { starfield.UnloadContent(); starfield = null; } base.UnloadContent(); }
/// <summary> /// Disposes this object. /// </summary> /// <param name="disposing"> /// True if this method was called as part of the Dispose method. /// </param> protected virtual void Dispose(bool disposing) { if (disposing) { lock (this) { if (starfield != null) { starfield.Dispose(); starfield = null; } } } }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the ScreenManager, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { // load the title texture titleTexture = ScreenManager.Content.Load <Texture2D>("Textures/title"); movement = 0f; starfield = new Starfield( Vector2.Multiply(new Vector2( (float)Math.Cos(movement / starsParallaxPeriod), (float)Math.Sin(movement / starsParallaxPeriod)), starsParallaxAmplitude), ScreenManager.GraphicsDevice, ScreenManager.Content); starfield.LoadContent(); base.LoadContent(); }
/// <summary> /// Disposes this object. /// </summary> /// <param name="disposing"> /// True if this method was called as part of the Dispose method. /// </param> protected virtual void Dispose(bool disposing) { if (disposing) { lock (this) { if (bloomComponent != null) { bloomComponent.Dispose(); bloomComponent = null; } if (starfield != null) { starfield.Dispose(); starfield = null; } } } }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the ScreenManager, the content /// would remain loaded forever. /// </summary> public override void LoadContent() { // load the title texture titleTexture = ScreenManager.Content.Load<Texture2D>("Textures/title"); movement = 0f; starfield = new Starfield( Vector2.Multiply(new Vector2( (float)Math.Cos(movement / starsParallaxPeriod), (float)Math.Sin(movement / starsParallaxPeriod)), starsParallaxAmplitude), ScreenManager.GraphicsDevice, ScreenManager.Content); starfield.LoadContent(); base.LoadContent(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { // Developers Comment or uncomment the bloomComponent to run with effects or not // *************************** // Comment or uncomment from here // *************************** // create and add the bloom effect #if BLOOM bloomComponent = new BloomComponent(ScreenManager.Game); bloomComponent.Settings = BloomSettings.PresetSettings[0]; ScreenManager.Game.Components.Add(bloomComponent); bloomComponent.Initialize(); bloomComponent.Visible = false; // we want to control when bloom component is drawn #endif // *************************** // Comment or uncomment to here // *************************** // create the starfield starfield = new Starfield(Vector2.Zero, ScreenManager.GraphicsDevice, ScreenManager.Content); starfield.LoadContent(); // start the background soundtrack AudioManager.PlaySoundTrack(); base.LoadContent(); }