本文整理汇总了C#中Microsoft.Xna.Framework.Content.ContentManager类的典型用法代码示例。如果您正苦于以下问题:C# ContentManager类的具体用法?C# ContentManager怎么用?C# ContentManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ContentManager类属于Microsoft.Xna.Framework.Content命名空间,在下文中一共展示了ContentManager类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Pigeon
public Pigeon(ContentManager con)
{
boundingBox = new Vector3(6, 3, 6);
distance = 0;
rand = new Random();
dx = (0.5-rand.NextDouble())*0.8 + 0.2;
dy = rand.NextDouble()*1.5 + 0.7;
dz = 0.8;
x = 5.8;
y = -2;
z = 83.5;
sx = 5.8;
sy = -2;
sz = 83.5;
this.world = Matrix.CreateTranslation(new Vector3((float)x, (float)y, (float)z));
model = con.Load<Model>(@"models/pigeon");
isDone = false;
}
示例2: DrawObjects
public override void DrawObjects(GraphicsDevice graphicDevice, SpriteBatch spriteBatch, ContentManager content)
{
graphicDevice.Clear(Color.CornflowerBlue);
SpriteFont newFont = content.Load<SpriteFont>(@"Fonts/Text");
spriteBatch.Begin();
this.controlScreenBackgroundPosition = new Vector2(0, 0);
spriteBatch.Draw(this.controlScreenBackgroundTexture, this.controlScreenBackgroundPosition, Color.White);
if (this.controlScreenItems.Count < 1)
{
// Back planket and text;
this.buttonPosition = new Vector2(840, 660);
this.controlScreenItems.Add(new MenuItems(this.button, this.buttonPosition, "Back", newFont, false));
}
this.controlScreenItems[this.selectedEntry].Selected = true;
foreach (var item in this.controlScreenItems)
{
item.DrawMenuItems(spriteBatch, new Color(248, 218, 127));
}
this.DrawCursor(spriteBatch);
spriteBatch.End();
}
示例3: TacticalBattle
public ControlState controlState; //get and set the control state
#endregion
#region constructor/load
public TacticalBattle(List<Piece> player1Army, List<Piece> player2Army, TacMap map, ContentManager content)
{
//p1Avatar = player1;
//p2Avatar = player2;
this.player1Army = player1Army;
this.player2Army = player2Army;
isPlayer1Turn = true;
this.map = map;
battleOver = false;
gridOn = false;
mouseVisible = true;
controlState = ControlState.selectUnit;
selectedUnit = null;
status = "Combat begins";
selectionTiles = new List<Tile>();
unitInfo = "";
//load interface items TODO
confirmation = content.Load<Texture2D>("confirmationPopup");
background = content.Load<Texture2D>("TerrainSprites/battle");
statusFont = content.Load<SpriteFont>("Arial");
playerFont = content.Load<SpriteFont>("playerFont");
infoFont = content.Load<SpriteFont>("infoFont");
moveBox = content.Load<Texture2D>("TerrainSprites/move");
targetBox = content.Load<Texture2D>("TerrainSprites/target");
selectedBox = content.Load<Texture2D>("TerrainSprites/selected");
horizontal = content.Load<Texture2D>("TerrainSprites/horizontal");
vertical = content.Load<Texture2D>("TerrainSprites/vertical");
winBox = content.Load<Texture2D>("Menu/Win message");
//set units to starting positions
startingPositions();
}
示例4: Load
public static void Load(ContentManager content)
{
Player = content.Load<Texture2D>("Player");
Pixel = new Texture2D(Player.GraphicsDevice, 1, 1);
Pixel.SetData(new[] { Color.White });
}
示例5: Paddle
public Paddle(ContentManager theContent, string theAssetName, Input theInput, PaddlePosition thePosition)
: base(theContent, theAssetName)
{
SourceRectangle = new Rectangle(0, 0, 1, 1);
Scale = new Vector2(10.0f, 100.0f);
mColor = Color.SlateBlue;
mPaddlePosition = thePosition;
switch (thePosition)
{
case PaddlePosition.Left:
{
Boundary = new Rectangle(140, 185, 10, 833);
break;
}
case PaddlePosition.Right:
{
Boundary = new Rectangle(1130, 185, 10, 833);
break;
}
}
Position = Center(Boundary);
mInput = theInput;
}
示例6: LoadContent
public void LoadContent(ContentManager content, GraphicsDeviceManager graphicsDeviceManager)
{
texture = content.Load<Texture2D>("brick_texture_map");
wall = new VertexPositionTexture[22];
wall[0] = new VertexPositionTexture(new Vector3(200, 0, 200), new Vector2(0, 0));
wall[1] = new VertexPositionTexture(new Vector3(200, 200, 200), new Vector2(2, 0));
wall[2] = new VertexPositionTexture(new Vector3(0, 0, 200), new Vector2(0, 2));
wall[3] = new VertexPositionTexture(new Vector3(0, 200, 200), new Vector2(2, 2));
wall[4] = new VertexPositionTexture(new Vector3(0, 0, 220), new Vector2(0, 0));
wall[5] = new VertexPositionTexture(new Vector3(0, 200, 220), new Vector2(2, 0));
wall[6] = new VertexPositionTexture(new Vector3(200, 0, 220), new Vector2(0, 2));
wall[7] = new VertexPositionTexture(new Vector3(200, 200, 220), new Vector2(2, 2));
wall[8] = new VertexPositionTexture(new Vector3(200, 0, 200), new Vector2(0, 0));
wall[9] = new VertexPositionTexture(new Vector3(200, 200, 220), new Vector2(2, 0));
wall[10] = new VertexPositionTexture(new Vector3(200, 200, 200), new Vector2(2, 2));
wall[11] = new VertexPositionTexture(new Vector3(0, 200, 220), new Vector2(0, 2));
wall[12] = new VertexPositionTexture(new Vector3(0, 200, 200), new Vector2(0, 0));
// Set vertex data in VertexBuffer
vertexBuffer = new VertexBuffer(graphicsDeviceManager.GraphicsDevice, typeof(VertexPositionTexture), wall.Length, BufferUsage.None);
vertexBuffer.SetData(wall);
// Initialize the BasicEffect
effect = new BasicEffect(graphicsDeviceManager.GraphicsDevice);
}
示例7: RenderingExplosion
public RenderingExplosion(ContentManager Content)
: base(Content)
{
spriteBatch = Content.ServiceProvider.GetService(typeof(SpriteBatch)) as SpriteBatch;
explosionTexture = Content.Load<Texture2D>("TroopTexture/explosion");
stateGame = Content.ServiceProvider.GetService(typeof(StateGame)) as StateGame;
}
示例8: LoadRepositoryXml
public static void LoadRepositoryXml(string filePath, ContentManager content)
{
XmlDocument document = new XmlDocument();
document.Load(filePath);
foreach (XmlNode itemNode in document.SelectNodes("ItemRepository/Item"))
{
Item item = new Item();
item.Name = XmlExtensions.GetAttributeValue(itemNode, "Name", null, true);
item.FriendlyName = itemNode.SelectSingleNode("FriendlyName").InnerText;
item.Description = itemNode.SelectSingleNode("Description").InnerText;
item.Weight = XmlExtensions.GetAttributeValue<float>(itemNode, "Weight", 0);
item.ItemType = (ItemType)Enum.Parse(typeof(ItemType), XmlExtensions.GetAttributeValue(itemNode, "ItemType", null, true));
foreach(XmlNode drawableSetNode in itemNode.SelectNodes("Drawables/Drawable"))
{
string src = XmlExtensions.GetAttributeValue(drawableSetNode, "src");
DrawableSet.LoadDrawableSetXml(item.Drawables, src, content);
}
if (itemNode.SelectSingleNode("Icon") != null)
item.Icon = content.Load<Texture2D>(XmlExtensions.GetAttributeValue(itemNode.SelectSingleNode("Icon"), "src"));
GameItems.Add(item.Name, item);
}
}
示例9: Init
public void Init(ContentManager content, Vector2 position, string normalTextureName, string hoverTextureName)
{
m_Normal = content.Load<Texture2D>(normalTextureName);
m_Hover = content.Load<Texture2D>(hoverTextureName);
m_ButtonRec = new Rectangle((int)position.X, (int)position.Y, m_Normal.Width, m_Normal.Height);
}
示例10: LoadContent
/// <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 Game class, the content
/// would remain loaded forever.
/// </summary>
public override void LoadContent()
{
if (content == null)
content = new ContentManager(ScreenManager.Game.Services, "Content");
backgroundTexture = content.Load<Texture2D>("background");
}
示例11: FieldPong
public FieldPong()
{
graphics = new GraphicsDeviceManager(this);
content = new ContentManager(Services);
graphics.PreferredBackBufferWidth = 1024;
graphics.PreferredBackBufferHeight = 768;
graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;
graphics.SynchronizeWithVerticalRetrace = true;
physicsSimulator = new PhysicsSimulator(new Vector2(0));
physicsSimulator.AllowedPenetration = 0.3f;
physicsSimulator.BiasFactor = 1.0f;
Services.AddService(typeof(PhysicsSimulator), physicsSimulator);
screenManager = new ScreenManager(this);
Components.Add(screenManager);
bloomProcessor = new BloomPostProcessor(this);
Components.Add(bloomProcessor);
// Uncomment this to monitor the FPS:
//fpsCounter = new FrameRateCounter(this);
//Components.Add(fpsCounter);
audioEngine = new AudioEngine("Content\\Audio\\FieldPongAudio.xgs");
waveBank = new WaveBank(audioEngine, "Content\\Audio\\Wave Bank.xwb");
soundBank = new SoundBank(audioEngine, "Content\\Audio\\Sound Bank.xsb");
backgroundMusic = soundBank.GetCue("GameSong0010 16 Bit");
backgroundMusic.Play();
}
示例12: TileMap3D
public TileMap3D(GraphicsDevice graphicsDevice, ContentManager contentManager, int width, int height)
{
this.GraphicsDevice = graphicsDevice;
Wall = contentManager.Load<Model>("Models/TileMap3D/Wall");
FloorTile = contentManager.Load<Model>("Models/TileMap3D/FloorTile");
Dirt = contentManager.Load<Model>("Models/TileMap3D/Dirt");
Cleaner = contentManager.Load<Model>("Models/TileMap3D/Cleaner");
((BasicEffect)Wall.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)FloorTile.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)Dirt.Meshes[0].Effects[0]).EnableDefaultLighting();
((BasicEffect)Cleaner.Meshes[0].Effects[0]).EnableDefaultLighting();
foreach (BasicEffect effect in Cleaner.Meshes[0].Effects)
effect.Tag = effect.DiffuseColor;
foreach (BasicEffect effect in FloorTile.Meshes[0].Effects)
effect.Tag = effect.DiffuseColor;
dss.DepthBufferEnable = true;
dss.DepthBufferFunction = CompareFunction.LessEqual;
dss.DepthBufferWriteEnable = true;
rs.CullMode = CullMode.CullCounterClockwiseFace;
ss.AddressU = TextureAddressMode.Wrap;
ss.AddressV = TextureAddressMode.Wrap;
ss.Filter = TextureFilter.Anisotropic;
Camera = new Camera(graphicsDevice.Viewport.AspectRatio, graphicsDevice);
}
示例13: Load
public void Load(ContentManager content)
{
random = new Random();
space_ship = new SpaceShip();
space_ship.Load(content);
float y=-50;
active_obstacles = new List<Obstacle>();
for (int i = 0; i < 29; i++)
{
active_obstacles.Add(new Obstacle());
active_obstacles[i].Load(content);
}
active_obstacles[0].Init(0,-50);
for (int i = 1;i<29;i++)
{
y += 80 * active_obstacles[i - 1].scale;
active_obstacles[i].Init(0, y);
}
last_obstacle = 0;
//active_obstacles[0].Init(0, -50);
//active_obstacles[1].Init(0, -50 + (float)Math.Pow(1.02, 1 )/20);
//active_obstacles[2].Init(0, -50 + (float)Math.Pow(1.02, 1 )/20 + (float)Math.Pow(1.02, 2) / 20);
//active_obstacles[3].Init(0, -50 + (float)Math.Pow(1.02, 1) / 20 + (float)Math.Pow(1.02, 2) / 20 + (float)Math.Pow(1.02, 3) / 20);
//active_obstacles[4].Init(0, -50 + (float)Math.Pow(1.02, 1) / 20 + (float)Math.Pow(1.02, 2) / 20 + (float)Math.Pow(1.02, 3) / 20 + (float)Math.Pow(1.02, 4 )/20);
//active_obstacles[5].Init(0, -50 + (float)Math.Pow(1.02, 1) / 20 + (float)Math.Pow(1.02, 2) / 20 + (float)Math.Pow(1.02, 3) / 20 + (float)Math.Pow(1.02, 4) / 20 + (float)Math.Pow(1.02, 5) / 20);
frame_counter = 1;
newest = 0;
}
示例14: Slider
public Slider(ContentManager content, Vector2 position, Vector2 sizeInPx, float value, Color color, SliderType type)
{
//Save the properties of the slider
_position = position;
_sizeInPx = sizeInPx;
_value = value;
_color = color;
_type = type;
//Load some basic content
content.Load<Texture2D>("UIElements/sliderMiddle");
content.Load<Texture2D>("UIElements/sliderEnd");
content.Load<Texture2D>("UIElements/sliderMarker");
//Set the zero zone and max zone values
if (type == SliderType.HorizontalSlider)
{
_zeroZoneMax = Vector2.Multiply(sizeInPx, new Vector2(0.1f, 1.0f)) + position;
_maxZoneMin = Vector2.Multiply(sizeInPx, new Vector2(0.9f, 1.0f)) + position;
}
else if (type == SliderType.VerticalSlider)
{
_zeroZoneMax = Vector2.Multiply(sizeInPx, new Vector2(1.0f, 0.1f)) + position;
_maxZoneMin = Vector2.Multiply(sizeInPx, new Vector2(1.0f, 0.9f)) + position;
}
//Initialize all of the necessary boundries
_bounds = new Rectangle((int)position.X, (int)position.Y, (int)sizeInPx.X, (int)sizeInPx.Y);
_zeroZoneBounds = new Rectangle((int)position.X, (int)position.Y, (int)(sizeInPx.X * 0.1f), (int)sizeInPx.Y);
_normalZoneBounds = new Rectangle((int)(position.X + sizeInPx.X * 0.1f), (int)position.Y, (int)(sizeInPx.X * 0.8f), (int)sizeInPx.Y);
_maxZoneBounds = new Rectangle((int)(position.X + sizeInPx.X * 0.9f), (int)position.Y, (int)(sizeInPx.X * 0.1f), (int)sizeInPx.Y);
_markerZoneBounds = new Rectangle((int)(_normalZoneBounds.Width * _value + position.X), (int)position.Y, _sliderMarker.Width, (int)sizeInPx.Y);
}
示例15: DebugScreen
public DebugScreen(ContentManager content,Vector2 new_player_pos)
{
Vector2 temp = new Vector2(1366 / 2, 768 / 2);
font = content.Load<SpriteFont>("Stuff/Arial");
player_pos.vector = Vector2.Zero;
player_pos.vertices = new VertexPositionColor[4];
player_speed.vertices = new VertexPositionColor[4];
player_speed.startpos =temp;
gravity.vertices = new VertexPositionColor[4];
gravity.startpos =temp;
jump.vertices = new VertexPositionColor[4];
jump.startpos =temp;
gamepad_pos.vertices = new VertexPositionColor[4];
gamepad_pos.startpos =temp;
for(int i=0;i<4;i++)
{
player_pos.vertices[i] = new VertexPositionColor(Vector3.Zero,Color.White);
player_speed.vertices[i] = new VertexPositionColor(Vector3.Zero,Color.Blue);
gravity.vertices[i] = new VertexPositionColor(Vector3.Zero,Color.Red);
jump.vertices[i] = new VertexPositionColor(Vector3.Zero,Color.Green);
gamepad_pos.vertices[i] = new VertexPositionColor(Vector3.Zero,Color.HotPink);
}
collision_state_string = "Collision:";
framerate_string = "FPS:";
inputkeys_string = "Input:";
player_speed.vector = Vector2.Zero;
gravity.vector = Vector2.Zero;
jump.vector = Vector2.Zero;
gamepad_pos.vector = Vector2.Zero;
}