/// <summary> /// Initializes the game /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here System.Random rand = new System.Random(); coins = new CoinSprite[] { new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)), new CoinSprite(new Vector2((float)rand.NextDouble() * GraphicsDevice.Viewport.Width, (float)rand.NextDouble() * GraphicsDevice.Viewport.Height)) }; coinsLeft = coins.Length; slimeGhost = new SlimeGhostSprite(); base.Initialize(); }