protected override void LoadContent() { texNorm = Content.Load <Effect>("Shaders\\TextureNormal"); font = Content.Load <SpriteFont>("Fonts\\SpriteFont1"); //gameWorld.LoadContent(); asterTex = Content.Load <Texture2D>("Models\\fbx\\asteroid"); skyTex = new Texture2D(GraphicsDevice, 2048, 2048); proceduralSpace(skyTex, 2048, 2048, 1000, 1); // Create a new SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(typeof(SpriteBatch), spriteBatch); pe = Content.Load <Effect>("Shaders\\particle"); pimage = Content.Load <Texture2D>("Images\\Particle"); pe.Parameters["pic"].SetValue(pimage); // Load Audio Elements audio = new AudioLibrary(); audio.LoadContent(Content); Services.AddService(typeof(AudioLibrary), audio); menuScene = new MenuScene(this); Components.Add(menuScene); menuScene.Show(); level1Scene = new Level1Scene(this); Components.Add(level1Scene); activeScene = menuScene; base.LoadContent(); }
public Level1Scene(Game game) : base(game) { // Get the current sprite batch spriteBatch = (SpriteBatch) Game.Services.GetService(typeof(SpriteBatch)); theCamera = new Camera(1280, 1024); game.Services.AddService(typeof(Camera), theCamera); // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); player = new GameObject.Player(game, new Vector3(0, 0, 300)); Components.Add(player.Health); Components.Add(player.Score); tunnel = new GameObject.Tunnel(game, 200, 200); skybox = new SkyBox(game); bulletManager = new BulletManager(game); asteroidManager = new AsteroidManager(game); pgen = new ParticleSystem(game, Game1.pe); game1 = game; Load(); }
public MenuScene(Game game) : base(game) { Load(); backgroundRect = new Rectangle(0, 0, Game.Window.ClientBounds.Width, Game.Window.ClientBounds.Height); menuItems = new List <string>(); string[] items = { "Start", "Quit" }; SetMenuItems(items); // Get the audio library audio = (AudioLibrary) Game.Services.GetService(typeof(AudioLibrary)); // Get the current spritebatch spriteBatch = (SpriteBatch)Game.Services.GetService( typeof(SpriteBatch)); // Used for input handling oldKeyboardState = Keyboard.GetState(); }