protected override void Initialize() { base.Initialize(); // Setup the window to be a quarter the size of the desktop. windowWidth = GraphicsDevice.DisplayMode.Width / 2; windowHeight = GraphicsDevice.DisplayMode.Height / 2; // Setup frame buffer. graphics.SynchronizeWithVerticalRetrace = false; graphics.PreferredBackBufferWidth = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; graphics.PreferMultiSampling = true; graphics.ApplyChanges(); // Initially enable the diffuse color map texture. enableColorMap = true; // Initially enable parallax mapping. enableParallax = true; // Initial position for text rendering. fontPos = new Vector2(1.0f, 1.0f); // Setup the camera. camera.Acceleration = new Vector3( CAMERA_ACCELERATION_X, CAMERA_ACCELERATION_Y, CAMERA_ACCELERATION_Z); camera.VelocityWalking = new Vector3( CAMERA_VELOCITY_X, CAMERA_VELOCITY_Y, CAMERA_VELOCITY_Z); camera.VelocityRunning = new Vector3( camera.VelocityWalking.X * CAMERA_RUNNING_MULTIPLIER, camera.VelocityWalking.Y * CAMERA_RUNNING_JUMP_MULTIPLIER, camera.VelocityWalking.Z * CAMERA_RUNNING_MULTIPLIER); camera.Perspective( CAMERA_FOVX, (float)windowWidth / (float)windowHeight, CAMERA_ZNEAR, CAMERA_ZFAR); // Initialize the weapon matrices. weaponTransforms = new Matrix[weapon.Bones.Count]; weaponWorldMatrix = Matrix.Identity; // Get the initial keyboard state. currentKeyboardState = Keyboard.GetState(); PCinput = new SystemInput.PCinput(); List <Bullets.Basic> bulletList = new List <Bullets.Basic>(); }