/// <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() { graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height; graphics.ApplyChanges(); //Engine.LevelBounds = new Rectangle(0, 0, graphics.GraphicsDevice.Viewport.Width * 2, graphics.GraphicsDevice.Viewport.Height); base.Initialize(); Engine.InitializeLevel("Level1"); player = Engine.InitializePlayer(); Engine.InitializeEnemies(); Engine.InitializeObjects(); Engine.InitializeUpdatableObjects(); Engine.InitializeItems(); camera = new Camera2D(graphics.GraphicsDevice); camera.SetSceneBounds(new Rectangle(50, 50, Engine.LevelBounds.Width - 200, Engine.LevelBounds.Height)); camera.SetChaseTarget(player); debug = new MidoriDebug(Content, spriteBatch); gameOver = false; player.PlayerIsDead += (sender, evArgs) => { gameOver = true; }; }