/// <inheritdoc /> public override void Initialize() { var screenSize = new Point(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2); Camera = new FreeCamera(GraphicsDevice.Viewport.AspectRatio, new Vector3(-600, 250, 1500), screenSize); Camera.BuildProjection(GraphicsDevice.Viewport.AspectRatio, 0.1f, 3000f, MathHelper.PiOver4); TargetLightCamera = new TargetCamera(1f, LightPosition, Vector3.Zero); TargetLightCamera.BuildProjection(1f, LightCameraNearPlaneDistance, LightCameraFarPlaneDistance, MathHelper.PiOver2); base.Initialize(); }
/// <summary> /// Se llama una sola vez, al principio cuando se ejecuta el ejemplo. /// Escribir aquí todo el código de inicialización: todo procesamiento que podemos pre calcular para nuestro juego. /// </summary> protected override void Initialize() { // World = Matrix.CreateTranslation(new Vector3(0, 0, 0)); View = Matrix.CreateLookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up); Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.1f, 1000f); //World = Matrix.Identity; //View = Matrix.CreateLookAt(Vector3.UnitZ * 150, Vector3.Zero, Vector3.Up); //Projection = // Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1, 500); centerPosition = new Vector3(0, 0, 0); Graphics.PreferredBackBufferWidth = 1024; Graphics.PreferredBackBufferHeight = 768; Graphics.ApplyChanges(); EM = new enemyManager(); for (int i = 0; i < 10; i++) { EM.CrearEnemigo(); } EM.CrearEnemigoVigilante(_spaceshipPosition); _trench = new Trench(); _laserManager = new LaserManager(); finalBossPosition = new Vector3(4f, 1f, -43f); State = GameState.Playing; TargetLightCamera = new TargetCamera(1f, LightPosition, Vector3.Zero); TargetLightCamera.BuildProjection(1f, LightCameraNearPlaneDistance, LightCameraFarPlaneDistance, MathHelper.PiOver2); base.Initialize(); }