/// <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 and /// non-graphic related content. Calling base.Initialize will enumerate /// through any components and initialize them as well. /// </summary> protected override void Initialize() { // This places the HUD near the upper left corner of the screen hudLocation = new Vector2( (float)Math.Floor(screenWidth * .1f), (float)Math.Floor(screenHeight * .1f)); // places the cursor in the center of the screen cursorLocation = new Vector2((float)screenWidth / 2, (float)screenHeight / 2); // places the tank halfway between the center of the screen and the // upper left corner tank.Reset( new Vector2((float)screenWidth / 4, (float)screenHeight / 4)); 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() { // This places the HUD near the upper left corner of the screen hudLocation = new Vector2( (float)Math.Floor(screenWidth * .1f), (float)Math.Floor(screenHeight * .1f)); // places the cursor in the center of the screen cursorLocation = new Vector2((float)screenWidth / 2, (float)screenHeight / 2); // places the tank halfway between the center of the screen and the // upper left corner tank.Reset( new Vector2((float)screenWidth / 4, (float)screenHeight / 4)); base.Initialize(); #if WINDOWS_PHONE renderTarget = new RenderTarget2D(graphics.GraphicsDevice, 800, 480); #endif }