//SpriteFont debugfont; public Scene(Game game) : base(game) { World = new World(new Vector2(0, 18)); PhysicsDebug = new DebugViewXNA(World); InputManager = new InputManager(Game); Transitioner = new Transitioner(Game, this); #if !FINAL_RELEASE SelectionManager = new SelectionManager(Game, this); #endif SceneLoader = new SceneLoader(Game); Camera = new Camera(Game, this); GarbageElements = new SortedList<Element>(); RespawnElements = new SortedList<Element>(); Elements = new SortedList<Element>(); PhysicsDebug.Enabled = false; SelectionManager.ShowEmblems = false; Kinect.ColorStream.Enable(); Kinect.DepthStream.Enable(); Kinect.SkeletonStream.Enable(); Kinect.Start(); //SelectionManager.ShowForm = false; }
/// <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() { // TODO: Add your initialization logic here Camera = new Camera(); Camera.Position = new Vector2(GraphicsDevice.Viewport.Width/2, GraphicsDevice.Viewport.Height/2); Camera.Zoom = 1f; Camera.Rotation = 0f; remoteWorker = new RemoteWorker(null); remoteWorker.Run(); base.Initialize(); }
public void Reset() { lock (Planets) Planets.Clear(); if (defaultConnection != null && !defaultConnection.Dead) { string Command = string.Format("+CLEAR\n"); defaultConnection.Write(Command); } MapWidth = 800; MapHeight = 480; NextID = 0; Camera = new Camera(); Camera.Position = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2); Camera.Zoom = 1f; Camera.Rotation = 0f; Chance = MathHelper.Lerp(0.1f, 0.6f, (float)rnd.NextDouble()); RefreshLine(); }