/// <summary> /// Clears The entire influence map and game objects /// </summary> private void ClearMap() { negativeObjects.Clear(); positiveObjects.Clear(); gameObjects.Clear(); blockedMap = new BlockedInfluenceMap(CreatePixel(), Color.Black); positiveInfluenceMap = new InfluenceMap(CreatePixel(), Color.SkyBlue); negativeInfluenceMap = new InfluenceMap(CreatePixel(), Color.MonoGameOrange); influenceMap = new FinalInfluenceMap(CreatePixel(), Color.Black); }
/// <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 positiveInfluenceMap = new InfluenceMap(CreatePixel(), Color.SkyBlue); negativeInfluenceMap = new InfluenceMap(CreatePixel(), Color.MonoGameOrange); blockedMap = new BlockedInfluenceMap(CreatePixel(), Color.Violet); influenceMap = new FinalInfluenceMap(CreatePixel(), Color.Black); positiveObjects = new List <GameObject>(); negativeObjects = new List <GameObject>(); gameObjects = new List <GameObject>(); IsMouseVisible = true; base.Initialize(); }