示例#1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            AudioController.LoadContent(Content);

            gameMap = Content.Load <Map>("testmap");

            enemyManager.LoadContent(Content, GraphicsDevice);
            itemManager.LoadContent(Content, GraphicsDevice);
            projectileManager.LoadContent(Content);
            particleManager.LoadContent(Content);
            gameHud = new HUD(GraphicsDevice.Viewport);
            gameHud.LoadContent(Content);

            parallaxManager = new ParallaxManager(GraphicsDevice.Viewport);
            parallaxManager.Layers.Add(new ParallaxLayer(Content.Load <Texture2D>("bg/bg0"), new Vector2(0, 0), 0.25f, false, Color.White * 0.75f));
            parallaxManager.Layers.Add(new ParallaxLayer(Content.Load <Texture2D>("bg/bg1"), new Vector2(0, 0), 0.15f, false, Color.White * 0.75f));

            for (int i = 0; i < NUM_SECTORS; i++)
            {
                WalkableLayers.Add(i, gameMap.GetLayer("Walkable" + i) as MapObjectLayer);
            }

            gameHero = new Robot(Helper.PtoV((gameMap.GetLayer("Spawn") as MapObjectLayer).Objects[0].Location.Center), true);
            gameHero.LoadContent(Content, GraphicsDevice);

            gameCamera = new Camera(GraphicsDevice.Viewport, gameMap);

            skyTex   = Content.Load <Texture2D>("sky");
            titleTex = Content.Load <Texture2D>("title");

            font = Content.Load <SpriteFont>("font");

            ResetGame();

            currentSectorColor = sectorColors[0];

            showingTitleScreen = true;
        }
示例#2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            AudioController.LoadContent(Content);

            gameMap = Content.Load<Map>("testmap");

            enemyManager.LoadContent(Content, GraphicsDevice);
            itemManager.LoadContent(Content, GraphicsDevice);
            projectileManager.LoadContent(Content);
            particleManager.LoadContent(Content);
            gameHud = new HUD(GraphicsDevice.Viewport);
            gameHud.LoadContent(Content);

            parallaxManager = new ParallaxManager(GraphicsDevice.Viewport);
            parallaxManager.Layers.Add(new ParallaxLayer(Content.Load<Texture2D>("bg/bg0"), new Vector2(0, 0), 0.25f, false, Color.White * 0.75f));
            parallaxManager.Layers.Add(new ParallaxLayer(Content.Load<Texture2D>("bg/bg1"), new Vector2(0, 0), 0.15f, false, Color.White * 0.75f));

            for (int i = 0; i < NUM_SECTORS; i++)
            {
                WalkableLayers.Add(i, gameMap.GetLayer("Walkable" + i) as MapObjectLayer);
            }

            gameHero = new Robot(Helper.PtoV((gameMap.GetLayer("Spawn") as MapObjectLayer).Objects[0].Location.Center), true);
            gameHero.LoadContent(Content, GraphicsDevice);

            gameCamera = new Camera(GraphicsDevice.Viewport, gameMap);

            skyTex = Content.Load<Texture2D>("sky");
            titleTex = Content.Load<Texture2D>("title");

            font = Content.Load<SpriteFont>("font");

            ResetGame();

            currentSectorColor = sectorColors[0];

            showingTitleScreen = true;
        }