本文整理汇总了C#中Microsoft.Xna.Framework.Content.ContentManager.Load方法的典型用法代码示例。如果您正苦于以下问题:C# ContentManager.Load方法的具体用法?C# ContentManager.Load怎么用?C# ContentManager.Load使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Microsoft.Xna.Framework.Content.ContentManager
的用法示例。
在下文中一共展示了ContentManager.Load方法的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: 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2: LoadContent
public void LoadContent(ContentManager content)
{
this.images = new Texture2D[] {content.Load<Texture2D>(ImageName1), content.Load<Texture2D>(ImageName2)};
current = images[0];
this.Width = images[0].Width;
this.Height = images[0].Height;
}
示例3: 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4: 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5: LoadLevelSelection
public void LoadLevelSelection(string fileAddress,ContentManager content)
{
levelData.Clear();
BFFileReader reader = new BFFileReader(fileAddress);
reader.Open();
string line = null;
while((line = reader.ReadLine())!= null)
{
LevelData levelInfo;
string[] param = line.Split(' ');
levelInfo.name = param[0];
levelInfo.texture = content.Load<Texture2D>(param[1]);
levelData.AddLast(levelInfo);
}
reader.Close();
data = levelData.First;
//load the left and right arrow textures
leftArrowTex = content.Load<Texture2D>("Left");
rightArrowTex = content.Load<Texture2D>("Right");
Texture2D exit = content.Load<Texture2D>("Exit");
Texture2D start = content.Load<Texture2D>("Resume");
font = content.Load<SpriteFont>("Font");
selection = new Menu(4, new Rectangle(parent.ScreenWidth/2 -(exit.Width/2),parent.ScreenHeight/2+15,exit.Width,exit.Height),start,exit);
time = InputDelay;
}
示例6: LoadContent
public static void LoadContent(ContentManager cm)
{
Arial = cm.Load<SpriteFont>(@"fonts\Arial");
Tahoma = cm.Load<SpriteFont>(@"fonts\Tahoma");
Calibri = cm.Load<SpriteFont>(@"fonts\Calibri");
Verdana = cm.Load<SpriteFont>(@"fonts\Verdana");
}
示例7: LoadContent
/// <summary>
///
/// </summary>
public override void LoadContent()
{
content = new ContentManager(ScreenManager.Game.Services, "Content");
menuBackground = content.Load<Texture2D>("GUI/MenuBackground");
//Buttons are 300 x 75
Texture2D exitText = content.Load<Texture2D>("GUI/ExitButton");
Texture2D patientText = content.Load<Texture2D>("GUI/PatientButton");
Texture2D optionsText = content.Load<Texture2D>("GUI/OptionsButton");
int menuX = (ScreenManager.GraphicsDevice.Viewport.Width / 2) - (menuBackground.Width / 2);
int menuY = (ScreenManager.GraphicsDevice.Viewport.Height / 2) - (menuBackground.Height / 2);
menuRect = new Rectangle(menuX, menuY, menuBackground.Width, menuBackground.Height);
int buttonSpace = 75;
int buttonX = menuX + (menuBackground.Width / 2) - 150;
int buttonY = menuY + buttonSpace;
Rectangle patientRect = new Rectangle(buttonX, buttonY, patientText.Width, patientText.Height);
Rectangle optionsRect = new Rectangle(buttonX, patientRect.Y + buttonSpace + patientText.Height, optionsText.Width, optionsText.Height);
Rectangle exitRect = new Rectangle(buttonX, optionsRect.Y + buttonSpace + exitText.Height, exitText.Width, exitText.Height);
exitButton = new GameLibrary.UI.Button(exitText, exitRect);
patientButton = new GameLibrary.UI.Button(patientText, patientRect);
optionsButton = new GameLibrary.UI.Button(optionsText, optionsRect);
}
示例8: LoadContent
public void LoadContent(ContentManager content)
{
GUITexture = content.Load<Texture2D>(assetName);
GUIRect = new Rectangle(0, 0, GUITexture.Width, GUITexture.Height);
MusiqueMain = content.Load<Song>(@"Sons\Musiques\MusiqueTest");
MusiqueMenu = content.Load<Song>(@"Sons\Musiques\Musique_Menu_Test");
}
示例9: load
public void load(ContentManager content)
{
texture = content.Load<Texture2D>("Sprites//Laser");
textureOverlay = content.Load<Texture2D>("Sprites//Laser2");
test = content.Load<Texture2D>("Sprites//Pixel");
textureGlow = content.Load<Texture2D>("Sprites//Glow");
}
示例10: Load
public static void Load(ContentManager Content)
{
ShadowEffectList.Add(Content.Load<Effect>(@"Shaders\distort"));
ShadowEffectList.Add(Content.Load<Effect>(@"Shaders\fade"));
ShadowEffectList.Add(Content.Load<Effect>(@"Shaders\reduction"));
ShadowEffectList.Add(Content.Load<Effect>(@"Shaders\resolve"));
}
示例11: Player
public Player(ContentManager content)
{
mapManager = new MapManager(content);
_map = mapManager.CreateMap(Global.LEVEL);
towerButtons = Data.loadTowerButton(content);
waveManager = Data.loadWave(Global.LEVEL);
SetUpPanel(content);
coin_tex = content.Load<Texture2D>(@"Sprite\Image\coin");
coin = new NormalSprite(coin_tex, 0, 0, coin_tex.Width, coin_tex.Height);
speed_1_tex = content.Load<Texture2D>(@"Sprite\Image\Menu\button_x1");
NormalSprite speed_1 = new NormalSprite(speed_1_tex, 685, 5, speed_1_tex.Width / 2, speed_1_tex.Height);
increaseSpeed_1 = new Checkbox(speed_1, 2, Global.NEW_GAME_SPEED == 1 ? true : false);
speedButtonList.Add(increaseSpeed_1);
skip_tex = content.Load<Texture2D>(@"Sprite\Image\Menu\button_skip");
NormalSprite speed_2 = new NormalSprite(skip_tex, 720, 5, skip_tex.Width / 2, skip_tex.Height);
increaseSpeed_2 = new Checkbox(speed_2, 2, Global.NEW_GAME_SPEED == 2 ? true : false);
speedButtonList.Add(increaseSpeed_2);
speed_3_tex = content.Load<Texture2D>(@"Sprite\Image\Menu\button_x3");
NormalSprite speed_3 = new NormalSprite(speed_3_tex, 755, 5, speed_3_tex.Width / 2, speed_3_tex.Height);
increaseSpeed_3 = new Checkbox(speed_3, 2, Global.NEW_GAME_SPEED == 3 ? true : false);
speedButtonList.Add(increaseSpeed_3);
_content = content;
}
示例12: LoadContent
public override void LoadContent()
{
content = new ContentManager(ScreenManager.Game.Services, "Content");
optionsBackground = content.Load<Texture2D>("GUI/MenuBackground");
//Buttons are 300 x 75
Texture2D selectText = content.Load<Texture2D>("GUI/SelectButton");
Texture2D cancelText = content.Load<Texture2D>("GUI/CancelButton");
int menuX = (ScreenManager.GraphicsDevice.Viewport.Width / 2) - (optionsBackground.Width / 2);
int menuY = (ScreenManager.GraphicsDevice.Viewport.Height / 2) - (optionsBackground.Height / 2);
optionsRect = new Rectangle(menuX, menuY, optionsBackground.Width, optionsBackground.Height);
Rectangle selectRect = new Rectangle(menuX, menuY + optionsBackground.Height, selectText.Width, selectText.Height);
Rectangle cancelRect = new Rectangle(menuX + (optionsBackground.Width - cancelText.Width), menuY + optionsBackground.Height, selectText.Width, selectText.Height);
selectButton = new GameLibrary.UI.Button(selectText, selectRect);
cancelButton = new GameLibrary.UI.Button(cancelText, cancelRect);
Vector2 position = new Vector2(menuX + ((optionsBackground.Width / 2)), menuY + ScreenManager.ScaleYPosition(50));
Texture2D dummyTexture = new Texture2D(ScreenManager.GraphicsDevice, 1, 1);
dummyTexture.SetData(new Color[] { Color.White });
SpriteFont font = content.Load<SpriteFont>("Font");
molesUpDown = new GameLibrary.UI.NumericUpDown(dummyTexture, position, GameLibrary.UI.Label.CENTER, 100.0f,font, 1m, 1m, 6m, 1m);
position.Y += ScreenManager.ScaleYPosition(50);
timerUpDown = new GameLibrary.UI.NumericUpDown(dummyTexture, position, GameLibrary.UI.Label.CENTER, 100.0f, font, 0.25m, 0.25m, 10.00m, 0.25m);
position.Y += ScreenManager.ScaleYPosition(50);
repetitionUpDown = new GameLibrary.UI.NumericUpDown(dummyTexture, position, GameLibrary.UI.Label.CENTER, 100.0f, font, 1m, 1m, 1000m, 1m);
position.Y += ScreenManager.ScaleYPosition(75);
List<String> hands = new List<String> { "Right", "Left" };
handList = new GameLibrary.UI.List(hands, 175, 2, 25, position, dummyTexture, font, Color.Black, Color.White);
position = new Vector2(menuX + ((optionsBackground.Width / 2)) - ScreenManager.ScaleXPosition(300), menuY + ScreenManager.ScaleYPosition(50));
moleLabel = new GameLibrary.UI.Label("Number of Moles:", position, GameLibrary.UI.Label.LEFT, 200.0f, font);
position.Y += ScreenManager.ScaleYPosition(50);
timerLabel = new GameLibrary.UI.Label("Mole Up Time:", position, GameLibrary.UI.Label.LEFT, 200.0f, font);
position.Y += ScreenManager.ScaleYPosition(50);
repetitionLabel = new GameLibrary.UI.Label("Number of Reps:", position, GameLibrary.UI.Label.LEFT, 200.0f, font);
position.Y += ScreenManager.ScaleYPosition(85);
handLabel = new GameLibrary.UI.Label("Hand Used:", position, GameLibrary.UI.Label.LEFT, 200.0f, font);
}
示例13: EndGame
public EndGame(ContentManager content)
{
_video = content.Load<Video>(@"Movies\EndGame");
_endGameFont = content.Load<SpriteFont>(@"Fonts\MenuFont");
_videoPlayer = new VideoPlayer();
}
示例14: LoadContent
public void LoadContent(ContentManager content)
{
AsteroidTexture1 = content.Load<Texture2D>(@"Sprites\Asteroids\Asteroid-1");
AsteroidTexture2 = content.Load<Texture2D>(@"Sprites\Asteroids\Asteroid-2");
AsteroidTexture3 = content.Load<Texture2D>(@"Sprites\Asteroids\Asteroid-3");
AsteroidTexture4 = content.Load<Texture2D>(@"Sprites\Asteroids\Asteroid-4");
}
示例15: Load
/// <summary>
/// Load your graphics content.
/// </summary>
public void Load(GraphicsDevice device, ContentManager content)
{
GraphicsDevice = device;
spriteBatch = new SpriteBatch(GraphicsDevice);
bloomExtractEffect = content.Load<Effect>("BloomExtract");
bloomCombineEffect = content.Load<Effect>("BloomCombine");
gaussianBlurEffect = content.Load<Effect>("GaussianBlur");
// Look up the resolution and format of our main backbuffer.
PresentationParameters pp = GraphicsDevice.PresentationParameters;
int width = pp.BackBufferWidth;
int height = pp.BackBufferHeight;
SurfaceFormat format = pp.BackBufferFormat;
// Create a texture for reading back the backbuffer contents.
resolveTarget = new ResolveTexture2D(GraphicsDevice, width, height, 1, format);
// Create two rendertargets for the bloom processing. These are half the
// size of the backbuffer, in order to minimize fillrate costs. Reducing
// the resolution in this way doesn't hurt quality, because we are going
// to be blurring the bloom images in any case.
width /= 4;
height /= 4;
renderTarget1 = new RenderTarget2D(GraphicsDevice, width, height, 1, format);
renderTarget2 = new RenderTarget2D(GraphicsDevice, width, height, 1, format);
}