/// <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() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this); bullet = new Bullet(this); weapon = new Weapons(this); Enemy_List = new List<Enemy>(); enemy = new Enemy(this); player.Initialize(); bullet.Initialize(); enemy.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() { // TODO: Add your initialization logic here base.Initialize(); player = new Player(this); bullet = new Bullet(this); weapon = new Weapons(this); particle = new Particle(this); Enemy_List = new List<Enemy>(); Particle_list = new List<Particle>(); enemy = new Enemy(this); player.Initialize(); bullet.Initialize(); enemy.Initialize(); camera = new Camera(GraphicsDevice.Viewport, this); map1 = new Map(); map1.Generate(map1.Create_Map(0), 32); }
public void Initialize() { rec_pointer = new Rectangle(_screenwidth / 2, (_screenheight / 2) , 23, 24); position = new Vector2(_screenwidth / 2, _screenheight / 2); p_weapon = Weapons.Weapon_Type.Gun; weapon = new Weapons(game); weapon.Type = p_weapon; bullet_number = weapon.Create_Clip(p_weapon); bullet_list = new List<Bullet>(); }