public SimpleView(BaseModel baseModel, GraphicsDeviceManager graphics, ContentManager content) { this.baseModel = baseModel; this.graphics = graphics; this.gm = (App)App.Instance; this.content = content; //initializes the sprite batch spritebatch = new SpriteBatch(graphics.GraphicsDevice); //Loads the sprites enemy = content.Load <Texture2D>("Drone"); bulletNorm = content.Load <Texture2D>("bullet"); bulletDisc = content.Load <Texture2D>("discbullet"); bulletWide = content.Load <Texture2D>("widebullet"); middle = content.Load <Texture2D>("centre"); try { middle0 = content.Load <Texture2D>("tower-0"); middle1 = content.Load <Texture2D>("tower-1"); middle2 = content.Load <Texture2D>("tower-2"); } catch (Exception) { simpleMid = true; } gun1 = content.Load <Texture2D>("turret"); gun2 = content.Load <Texture2D>("2turret"); gun3 = content.Load <Texture2D>("3turret"); boss = content.Load <Texture2D>("spaceinvader"); background = content.Load <Texture2D>("bg1"); graphics.GraphicsDevice.Clear(Color.Black); //Initializes the bloom postprocessing with the device to display on bloom = new BloomPostprocess.BloomComponent(gm, graphics.GraphicsDevice); //Registers the bloom compenent to the list of compenents, it will be drawn AFTER the rest of the game. gm.Components.Add(bloom); particleEngine = new PEngine(this); menuManager = new MenuDrawers.MenuManager(); baseModel.Tower.ZeroHealth += new EventHandler(OnDeath); }
public SimpleView(BaseModel baseModel, GraphicsDeviceManager graphics, ContentManager content) { this.baseModel = baseModel; this.graphics = graphics; this.gm = (App) App.Instance; this.content = content; //initializes the sprite batch spritebatch = new SpriteBatch(graphics.GraphicsDevice); //Loads the sprites enemy = content.Load<Texture2D>("Drone"); bulletNorm = content.Load<Texture2D>("bullet"); bulletDisc = content.Load<Texture2D>("discbullet"); bulletWide = content.Load<Texture2D>("widebullet"); middle = content.Load<Texture2D>("centre"); try { middle0 = content.Load<Texture2D>("tower-0"); middle1 = content.Load<Texture2D>("tower-1"); middle2 = content.Load<Texture2D>("tower-2"); } catch (Exception) { simpleMid = true; } gun1 = content.Load<Texture2D>("turret"); gun2 = content.Load<Texture2D>("2turret"); gun3 = content.Load<Texture2D>("3turret"); boss = content.Load<Texture2D>("spaceinvader"); background = content.Load<Texture2D>("bg1"); graphics.GraphicsDevice.Clear(Color.Black); //Initializes the bloom postprocessing with the device to display on bloom = new BloomPostprocess.BloomComponent(gm, graphics.GraphicsDevice); //Registers the bloom compenent to the list of compenents, it will be drawn AFTER the rest of the game. gm.Components.Add(bloom); particleEngine = new PEngine(this); menuManager = new MenuDrawers.MenuManager(); baseModel.Tower.ZeroHealth += new EventHandler(OnDeath); }