/// <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 for (int i = 0; i < theShips.Length; i++) { theShips[i] = new AIShip(); } for (int i = 0; i < thePlanets.Length; i++) { thePlanets[i] = new Planet(); } 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() { // TODO: Add your initialization logic here for (int i = 0; i < 5; i++) { theShips.Add( new AIShip()); theShips[i].maxSpeed = 280; } for (int i = 0; i < 10; i++) { theShipsType2.Add(new AIShip()); theShipsType2[i].health = 30; } for (int i = 0; i < thePlanets.Length; i++) { thePlanets[i] = new Planet(); } for (int i = 0; i < 5; i++) { myBullets.Add(new Bullet()); } for (int i = 0; i < 10; i++) { enemyBullets.Add(new Bullet()); } base.Initialize(); }