Game Development Reference
In-Depth Information
In the preceding code, we're simply calling a nice and handy helper function that is
designed to load the
.dds
file and create the required D3D11 resources, ready for
use. We let that method directly set the
ID3D11Resource
and
ID3D11ShaderRe-
sourceView
in our class.
Now we need to load in the textures that we added to the project earlier. We're going
to be managing the game inside our
Game
class (the one that implements
Direc-
t3DBase
). For now we'll start by adding in the two textures, and loading them up.
Later on we'll create a manager to handle these textures and clean up the code.
Start by including
Texture.h
in your
Game
header, and add the following fields to
that class:
Texture^ _player;
Texture^ _enemy;
Now we need to create a place to load this content. Let's add a
LoadContent
meth-
od to our
Game
class, and then let's call
Initialize
in
GameApplication
and
invoke
LoadContent
.
Now create the following in our new
LoadContent
method:
void Game::LoadContent()
{
_player = ref new
Texture("textures\\player.dds");
_enemy = ref new
Texture("textures\\enemy.dds");
_player->X = 50;
_player->Y = 50;
_enemy->X = 300;
_enemy->Y = 300;
_player->Load(m_d3dDevice);