/// <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() { //Start music musicControl.Initialize(Content); musicControl.Play(); //Added networkSession = null; // Set a fixed time span of 1/60th of a second. targetTimeSpan = new TimeSpan(166666); // In 100 nanosecond units = 16 666 600 nanoseconds IsFixedTimeStep = true; TargetElapsedTime = targetTimeSpan; // Reset the game - indicate that player #1 (player 0) owns this instance of the game. deterministicGame.ResetGame(playerIdentifiers, playerIdentifiers[0]); // For debugging - reset the mouse position to the center of the window. Mouse.SetPosition(400, 300); // Allow the base class to initialize. base.Initialize(); }
void restart() { youLoseSound.Play(); deterministicGame.currentLevel.gameRestart = false; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; graphics.ApplyChanges(); musicControl.Restart(); // Make the game object. The game is currently called 'DuckSlaughterGame' deterministicGame = new DuckSlaughterGame(); deterministicGame.ResetGame(playerIdentifiers, playerIdentifiers[0]); deterministicGame.LoadContent(Content); deterministicGame.Initialize(); // Debugging setup lastPressedKeys = new List <Keys>(); activePlayer = playerIdentifiers[0]; paused = false; gameStarted = false; //Added isHost = false; chatText = ""; reader.Close(); writer.Close(); networkSession.Dispose(); networkSession = null; reader = new PacketReader(); writer = new PacketWriter(); chatlines = 0; isChatting = false; mouseChange = false; buttonPressed = false; others = new player[4]; update = true; gameStarted = false; inMenu = true; startS.Show(); helpS.Hide(); activeS = startS; releasedKeys = new List <Keys>(); }