/// <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; Font1 = Content.Load <SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(graphics.PreferredBackBufferWidth / 20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ //this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); ZRTSModel.Entities.Unit unit1 = new ZRTSModel.Entities.Unit(testGameController.scenario.getPlayer(), 100); ZRTSModel.Entities.Unit unit2 = new ZRTSModel.Entities.Unit(testGameController.scenario.getZombiePlayer(), 100); this.testGameController.addUnit(unit1, 10, 5); this.testGameController.addUnit(unit2, 20, 10); unit2.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Agressive); unit1.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Guard); testGameController.scenario.getPlayer().player_resources[0] = 300; testGameController.scenario.getPlayer().player_resources[1] = 300; testGameController.scenario.getPlayer().player_resources[2] = 300; testGameController.scenario.getPlayer().player_resources[3] = 300; input = new MouseState(); prevInput = input; gameSelectView = new ViewSelect(); 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; Font1 = Content.Load<SpriteFont>("SpriteFont1"); // Create Scenario this.testScenario = new ZRTSModel.Scenario.Scenario(graphics.PreferredBackBufferWidth/20, 20); // The most challenging obstacles //createTestGameWorld(); // Empty Map //createEmptyTestGameWorld(); // Simulating gameplay createTestGameWorldSimulateBuildings(); // Controller this.testGameController = new ZRTSLogic.Controller(this.testScenario); // Dummy unit //this.testScenario.getGameWorld().getUnits().Add(new ZRTSModel.Entities.Unit(0, 20, 100, 50, 0)); /** NOTE: Adding Entities should be done through the Controller from now on **/ //this.testGameController.addUnit(new ZRTSModel.Entities.Unit(testGameController.scenario.getWorldPlayer(), 20, 100, 50, 0), 5, 10); ZRTSModel.Entities.Unit unit1 = new ZRTSModel.Entities.Unit(testGameController.scenario.getPlayer(), 100); ZRTSModel.Entities.Unit unit2 = new ZRTSModel.Entities.Unit(testGameController.scenario.getZombiePlayer(), 100); this.testGameController.addUnit(unit1, 10, 5); this.testGameController.addUnit(unit2, 20, 10); unit2.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Agressive); unit1.setAttackStance(ZRTSModel.Entities.Unit.AttackStance.Guard); testGameController.scenario.getPlayer().player_resources[0] = 300; testGameController.scenario.getPlayer().player_resources[1] = 300; testGameController.scenario.getPlayer().player_resources[2] = 300; testGameController.scenario.getPlayer().player_resources[3] = 300; input = new MouseState(); prevInput = input; gameSelectView = new ViewSelect(); base.Initialize(); }