/// <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() { camera = new Camera( new Vector3(0.5f, 0.5f, 0.5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f); effect = new BasicEffect(GraphicsDevice); maze = new Maze(GraphicsDevice); base.Initialize(); }
public void Draw(Camera camera, BasicEffect effect) { effect.VertexColorEnabled = true; effect.World = Matrix.Identity; effect.View = camera.View; effect.Projection = camera.Projection; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); device.SetVertexBuffer(floorBuffer); device.DrawPrimitives( PrimitiveType.TriangleList, 0, floorBuffer.VertexCount/3); //device.SetVertexBuffer(wallBuffer); //device.DrawPrimitives( // PrimitiveType.TriangleList, // 0, // wallBuffer.VertexCount/3); } }