public GameController(int windowX, int windowY) { //game controller will keep track of //player, enemies, score, items. player = new Player(3); diffContext = new DifficultyContext(player.PlayerScore); player.PlayerScore.register(diffContext); spawner = new SpawnerProto(windowX,windowY); enemiesVector = new List<Vector2>(); enemiesOnScreen = new List<EnemySubclass>(); notification = ""; windowHeight = windowY; windowWidth = windowX; items = new ItemManager(); itemAppeared = false; elapsedTime = 0; }
/// <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() { //our height and width of screen int height = graphics.GraphicsDevice.Viewport.Height; int width = graphics.GraphicsDevice.Viewport.Width; Ran = new Random(); //use item player = new Player(3); //Handles game logic separate from Rendering controller = new GameController(graphics.GraphicsDevice.PresentationParameters.Bounds.Width, graphics.GraphicsDevice.PresentationParameters.Bounds.Height); //mouse and keyboard states currentKeyboardState = new KeyboardState(); currentMouseState = new MouseState(); //initialize cursor cursor = new Vector2(width, height); paused = false; pauseKeyDown = false; gameMenuUp = true; //initialize the vectors for things written on the screen scoreVector = new Vector2(width - 150, height - 40); livesVector = new Vector2(width - 300, height - 40); scoreVector = new Vector2(width - 450, height - 40); notificationVector = new Vector2(width - 850, height - 40); ammoVector = new Vector2(width - 1050 , height - 40); elapsedtime = 0.0; base.Initialize(); }