/// <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 //graphicDevice-Tweaking graphics.PreferredBackBufferHeight = screenHeihgt; graphics.PreferredBackBufferWidth = screenWidth; //graphics.IsFullScreen = true; graphics.ApplyChanges(); //draw main-menu after starting gsCurrentGamestate = GameState.mainMenu; //init buttons //loading default button texture btnDefaultTexture = Content.Load<Texture2D>(@"buttons\button_default"); btnPlay = new button(btnDefaultTexture, graphics.GraphicsDevice); btnOptions = new button(btnDefaultTexture, graphics.GraphicsDevice); btnHighscore = new button(btnDefaultTexture, graphics.GraphicsDevice); btnQuit = new button(btnDefaultTexture, graphics.GraphicsDevice); //Vector2 btnBasePos = new Vector2(((graphics.GraphicsDevice.Viewport.Height / 2) - 200), ((graphics.GraphicsDevice.Viewport.Width / 2) + 100)); btnPlay.position = new Vector2(((graphics.GraphicsDevice.Viewport.Width / 2) - 50), ((graphics.GraphicsDevice.Viewport.Height / 2) - 150)); btnOptions.position = new Vector2(((graphics.GraphicsDevice.Viewport.Width / 2) - 50), ((graphics.GraphicsDevice.Viewport.Height / 2) - 100)); btnHighscore.position = new Vector2(((graphics.GraphicsDevice.Viewport.Width / 2) - 50), ((graphics.GraphicsDevice.Viewport.Height / 2) - 50)); btnQuit.position = new Vector2(((graphics.GraphicsDevice.Viewport.Width / 2) - 50), ((graphics.GraphicsDevice.Viewport.Height / 2) - 0)); base.Initialize(); }