public GeneratedGeometryGame()
        {
            graphics = new GraphicsDeviceManager(this);
            //graphics.IsFullScreen = true;
            //graphics.PreferredBackBufferWidth = 1920;
            //graphics.PreferredBackBufferHeight = 1080;
            //IsMouseVisible = true;

            terrain               = new Ship.CObject();
            terrain.ID            = "terrain";
            aspectRatio           = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight;
            Content.RootDirectory = "Content";
            ship   = new Ship.LirouShip(new Vector3(0, 50, 0), new Vector3(0, 0, 0), 1.0f, (float)(Math.PI / 50), 0.002f);
            camera = new Ship.Camera(25, ship.Position);

            collidableObjects = new List <Ship.CObject>();
            collidableObjects.Add(terrain);
            collidableObjects.Add(ship);

            #if WINDOWS_PHONE
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            graphics.IsFullScreen = true;
            #endif
        }
        public GeneratedGeometryGame()
        {
            graphics = new GraphicsDeviceManager(this);
            //graphics.IsFullScreen = true;
            //graphics.PreferredBackBufferWidth = 1920;
            //graphics.PreferredBackBufferHeight = 1080;
            //IsMouseVisible = true;

            floor = new Ship.CObject();
            floor.ID = "floor";
            floor.Position = new Vector3(0.0f, -30.0f, 0.0f);
            floor.Scale = 1.0f;
            floor.Specs = new Vector3(40.0f, 2.0f, 40.0f);

            walls = new List<Ship.CObject>();
            for (int i = 0; i < 4; i++)
            {
                walls.Add(new Ship.CObject());
                walls[i].ID = "wall" + i;
                walls[i].Scale = 1.0f;
                walls[i].Rotation = new Vector3(0.0f, MathHelper.PiOver2 * (i%2), 0.0f);
                if (walls[i].Rotation.Y == 0.0f)
                {
                    walls[i].Specs = new Vector3(40.0f, 40.0f, 2.0f);
                }
                else
                {
                    walls[i].Specs = new Vector3(2.0f, 40.0f, 40.0f);
                }
            }
            walls[0].Position = new Vector3(0.0f, 0.0f, -30.0f);
            walls[1].Position = new Vector3(30.0f, .0f, 0.0f);
            walls[2].Position = new Vector3(0.0f, 0.0f, 30.0f);
            walls[3].Position = new Vector3(-30.0f, 0.0f, 0.0f);

            terrain = new Ship.CObject();
            terrain.ID = "terrain";

            untitled = new Ship.CObject();
            untitled.ID = "untitled";

            untitled.Position = Vector3.Zero;
            untitled.Scale = 1.0f;

            aspectRatio = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight;
            Content.RootDirectory = "Content";
            ship = new Ship.LirouShip(new Vector3(0, 10, 0), new Vector3(0, 0, 0), 1.0f, (float)(Math.PI / 50), 0.002f);
            camera = new Ship.Camera(25, ship.Position);

            collidableObjects = new List<Ship.CObject>();
            collidableObjects.Add(untitled);
            collidableObjects.Add(floor);
            collidableObjects.AddRange(walls);
            //collidableObjects.Add(ship);

            #if WINDOWS_PHONE
                        // Frame rate is 30 fps by default for Windows Phone.
                        TargetElapsedTime = TimeSpan.FromTicks(333333);

                        graphics.IsFullScreen = true;
            #endif
        }
        public GeneratedGeometryGame()
        {
            graphics = new GraphicsDeviceManager(this);
            //graphics.IsFullScreen = true;
            //graphics.PreferredBackBufferWidth = 1920;
            //graphics.PreferredBackBufferHeight = 1080;
            //IsMouseVisible = true;

            floor          = new Ship.CObject();
            floor.ID       = "floor";
            floor.Position = new Vector3(0.0f, -30.0f, 0.0f);
            floor.Scale    = 1.0f;
            floor.Specs    = new Vector3(40.0f, 2.0f, 40.0f);


            walls = new List <Ship.CObject>();
            for (int i = 0; i < 4; i++)
            {
                walls.Add(new Ship.CObject());
                walls[i].ID       = "wall" + i;
                walls[i].Scale    = 1.0f;
                walls[i].Rotation = new Vector3(0.0f, MathHelper.PiOver2 * (i % 2), 0.0f);
                if (walls[i].Rotation.Y == 0.0f)
                {
                    walls[i].Specs = new Vector3(40.0f, 40.0f, 2.0f);
                }
                else
                {
                    walls[i].Specs = new Vector3(2.0f, 40.0f, 40.0f);
                }
            }
            walls[0].Position = new Vector3(0.0f, 0.0f, -30.0f);
            walls[1].Position = new Vector3(30.0f, .0f, 0.0f);
            walls[2].Position = new Vector3(0.0f, 0.0f, 30.0f);
            walls[3].Position = new Vector3(-30.0f, 0.0f, 0.0f);

            terrain    = new Ship.CObject();
            terrain.ID = "terrain";

            untitled    = new Ship.CObject();
            untitled.ID = "untitled";

            untitled.Position = Vector3.Zero;
            untitled.Scale    = 1.0f;

            aspectRatio           = (float)graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight;
            Content.RootDirectory = "Content";
            ship = new Ship.LirouShip(new Vector3(0, 10, 0), new Vector3(0, 0, 0), 0.1f, (float)(Math.PI / 50), 0.002f);

            ring = new Ship.Ring(new Vector3(30, 0, 30), (float)(Math.PI / 50), 0.08f);

            camera = new Ship.Camera(25, ship.Position);

            collidableObjects = new List <Ship.CObject>();
            collidableObjects.Add(untitled);
            collidableObjects.Add(floor);
            collidableObjects.AddRange(walls);
            //collidableObjects.Add(ship);

            #if WINDOWS_PHONE
            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            graphics.IsFullScreen = true;
            #endif
        }