/// <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() { base.Initialize(); new EventHandlerDictionary(); new Log(Log.Level.PrintMessages, Log.Level.PrintMessagesAndStackTrace, Log.Level.PrintMessagesAndStackTrace); manager = new GameSystemManager(); manager.Add(new Time(), new Input(), new Physic()); ScreenManager.Initialize(); }
protected override void Initialize() { new Log(Log.Level.PrintMessages, Log.Level.PrintMessagesAndStackTrace, Log.Level.PrintMessagesAndStackTrace); manager = new GameSystemManager(); manager.Add(new Time(), new Input(), new Physic()); stage = new Stage(5, new Pool<Actor>(50, 10)); // various testing components stage.CreateActor(0).AddComponent<InputTesterComponent>(); stage.CreateActor(0).AddComponent<CoroutineTest>(); camera = new Camera(GraphicsDevice.Viewport); base.Initialize(); }
protected override void Initialize() { new EventHandlerDictionary(); new Log(Log.Level.PrintMessages, Log.Level.PrintMessagesAndStackTrace, Log.Level.PrintMessagesAndStackTrace); manager = new GameSystemManager(); manager.Add(new Time(), new Input(), new Physic()); stage = new Stage(LayersForStage, new Pool <Actor>(50, 10)); camera = new Camera(GraphicsDevice.Viewport); if (CreateCameraTestComponent == true) { stage.CreateActor(0).AddComponent <CameraTestComponent>().camera = camera; } base.Initialize(); }