/// <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() { graphics.PreferredBackBufferHeight = graphics.PreferredBackBufferWidth = 500; graphics.ApplyChanges(); Window.Title = "CS 4173, Assignment 4 – Bill Good"; map = new TileMap(this, @"Content\Maps\map.tmx"); map.DrawOrder = 1; camera = new Camera(this); myActor = new Actor(this); myActor.DrawOrder = 2; gp = new GamePadStates(this, PlayerIndex.One); gp.UpdateOrder = int.MinValue; // please make this update first! Services.AddService(typeof(TileMap), map); Services.AddService(typeof(Camera), camera); Services.AddService(typeof(GamePadStates), gp); Components.Add(map); Components.Add(camera); Components.Add(myActor); Components.Add(gp); camera.Monitor(map); camera.Monitor(myActor, true); base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { sprites = Game.Content.Load<Texture2D>(@"Images\spritesheet"); spriteBatch = new SpriteBatch(Game.GraphicsDevice); map = Game.Services.GetService(typeof(TileMap)) as TileMap; gp = Game.Services.GetService(typeof(GamePadStates)) as GamePadStates; pixelsPerFrame = map.TileDimensions.X / NumWalkingFrames; base.Initialize(); }