/// <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() { //MapData tmp = new MapData(); //Library.Serialization<MapData>.SerializeToXmlFile(tmp, "map"); // Initialize resolution and scaling ResolutionManager.Init(ref _graphics); ResolutionManager.SetVirtualResolution(1920, 1080); // TODO magic resolution values. ResolutionManager.SetResolution(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height, fullscreen); // Initialize Simulator Unit to Pixel ratio ConvertUnits.SetDisplayUnitToSimUnitRatio(35f); // 35 pixels = 1 meter // Create a new spritebatch and add it as service for access by other classes _spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(typeof(SpriteBatch), _spriteBatch); // Load all content into a static library Library.Loader.Initialize(Content); // ------------------------------------------------------------ // Adds menu screen to ScreenManager // ------------------------------------------------------------ ScreenManager.InitializeScreenManager(this); Components.Add(ScreenManager.Instance); base.Initialize(); // Initializes all components }