/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { var input = new MouseComponent(this, EchoCoord); var debug = new DebugInputComponent(this, Identity); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { var input = new MouseComponent(this); var debug = new DebugInputComponent(this); base.Initialize(); }
public Game1() { //FullScreen = true; this.Graphics.GraphicsProfile = GraphicsProfile.Reach; var debug = new DebugInputComponent(this, ResolutionBuddy.Resolution.TransformationMatrix); debug.DrawOrder = 100; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //Setup for reolution independent rendering Resolution.SetDesiredResolution(1280, 720); Resolution.SetScreenResolution(1024, 768, false); //Create the input things for listening for mouse clicks MouseInput = new MouseComponent(this, Resolution.ScreenToGameCoord); var debug = new DebugInputComponent(this, Resolution.TransformationMatrix); debug.DrawOrder = 100; //Create the water ripple component _water = new WaterRippleComponent(this); _water.DrawOrder = 101; base.Initialize(); }