/// <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() { base.Initialize(); ScreenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; ScreenWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.PreferredBackBufferHeight = ScreenHeight; graphics.PreferredBackBufferWidth = ScreenWidth; graphics.IsFullScreen = true; graphics.ApplyChanges(); renderTarget = new RenderTarget2D( graphics.GraphicsDevice, Defaults.GraphicsWidth, Defaults.GraphicsHeight, false, graphics.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24); var scaleX = (double)ScreenWidth / (double)Defaults.GraphicsWidth; var scaleY = (double)ScreenHeight / (double)Defaults.GraphicsHeight; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(graphics.GraphicsDevice); Fade = new FadeTransition(Color.White, null); GamePlayScreen = new GamePlayScreen(scaleX, scaleY); GamePlayScreen.Reset(); currentBackground = new StarField(100); previousTouchCollection = TouchPanel.GetState(); }