/// <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 _renderHelper = new RenderHelper(); _renderHelper.Init(GraphicsDevice); _renderHelper.ActiveCamera.SetWorldConstrains(Vector2.Zero); _boxes = BoxLoader.LoadFromFile("Content/test_world.boxes"); _background = new BackgroundImage(); _background.Init(_renderHelper, _screenSize); _world = WorldLoader.Load("Content/level3.map", Content); _world.Init(_renderHelper, _screenSize); _renderHelper.ActiveCamera.WorldBotRight = new Vector2() { X = _world.Cols * _world.TileSize.X + 1, Y = _world.Rows * _world.TileSize.Y + 1 }; _boxes = WorldLoader.GenerateHitboxes(_world); var player1 = new Player(PlayerIndex.One); var player2 = new Player(PlayerIndex.Two); //var player3 = new Player(PlayerIndex.Three); _players.Add(player1); _players.Add(player2); //_players.Add(player3); _fonter = new Fonter(); _fonter.Init(_renderHelper, _screenSize); _fonter.Messages.Add(new Message(() => player1.PhysicsComponent.Position, () => "P1:\n" + player1.PhysicsComponent.Position)); _fonter.Messages.Add(new Message(() => player2.PhysicsComponent.Position, () => "P2:\n" + player2.PhysicsComponent.Position)); base.Initialize(); }