Loading and Drawing Your Sprite
Now that you have an image loaded into your solution that is being recognized by the content pipeline, you're ready to draw it on the screen. But before you can access them in code, resources need to be loaded from the content pipeline into variables that you can use to manipulate them.
The default object used to store an image is Texture2D
. Go ahead and add a Texture2D
variable to your game in the Game1.cs
file near the variable declarations for your GraphicsDeviceManager
and SpriteBatch
:
Texture2D texture;
Now, you'll need to load the actual image file into your Texture2D
variable. To access data from the content pipeline, you use
the Content
property of the Game
class. This property is of the type ContentManager
and provides access to all objects
loaded in the content pipeline. The ContentManager
class has a Load
method that will let you load content into different XNA object formats.
As mentioned previously, all loading of graphics, sounds, and other content
resources should be done within the LoadContent
method. Add the following line to the LoadContent
method:
texture = Content.Load<Texture2D>(@"Images/logo");
The parameter passed into the Content.Load
method is the path to the image file, starting with the Content
node in Solution Explorer. When used in relation to strings, the @
symbol causes the string that follows to be interpreted literally, with escape sequences ignored. So, the following two lines of code will create the exact same string: ...
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