/// <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 this.IsMouseVisible = true; // Initialize the player class player = new Player(); playerSword = new Weapon(); camera = new Camera(); //enemy = new Player(); collisionSolids = new List <EnvironmentSolid>(); // deprecate collisionAreas = new List <BoundingRect>(); floor = new EnvironmentSolid(); tower1 = new EnvironmentSolid(); collisionSolids.Add(floor); collisionSolids.Add(tower1); debugBoxesOn = false; editorModeOn = false; currentScreen = new int(); currentScreen = 0; //screen = new Screen(); screens = new List <Screen>(); 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 this.IsMouseVisible = true; // Initialize the player class player = new Player(); playerSword = new Weapon(); camera = new Camera(); //enemy = new Player(); collisionSolids = new List<EnvironmentSolid>(); // deprecate collisionAreas = new List<BoundingRect>(); floor = new EnvironmentSolid(); tower1 = new EnvironmentSolid(); collisionSolids.Add(floor); collisionSolids.Add(tower1); debugBoxesOn = false; editorModeOn = false; currentScreen = new int(); currentScreen = 0; //screen = new Screen(); screens = new List<Screen>(); base.Initialize(); }