/// <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( ) { Maps = SimpleUtils.Create2DArray(1, 1, new Map(MAP_SIZE)); //Maps[0][0].Randomize( ); PlayerPosition = new Point(12, 7); for (uint x = 10; x <= 14; x++) { Maps[0][0][x, 9] = Map.WALL; } Cam = new Camera(new Vector2(0, 0), new Vector2(32f, 32f)); SimpleUtils.Init(GraphicsDevice); 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( ) { Tuple <Map, Point> tuple = WinUtils.LoadMap("Content/asd.lrmap"); Map = tuple.Item1; Player = new Player(tuple.Item2); Player.SetHero(GraphicsDevice, 1 / 260f); Cam = new Camera(new Vector2(0, 0), new Vector2(32f, 32f)); SimpleUtils.Init(GraphicsDevice); // TODO: Renders will be used for more fust drawing of the background... Later Renders = new RenderTarget2D[4]; for (uint i = 0; i < Renders.Length; i++) { Renders[i] = new RenderTarget2D(GraphicsDevice, Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight); } base.Initialize(); }