/// <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 theCamera = new Camera(new Vector3(0.5f, 0.5f, 0.5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f); theEffect = new BasicEffect(GraphicsDevice); theMaze = new Maze(GraphicsDevice); base.Initialize(); }
// Contructor public NPC(Maze maze) { theMaze = maze; rotation = 180; direction = 2; timer = 0; int startX = random.Next(0, 10); int startZ = random.Next(0, 10); // Selects a random starting point for the NPC //Location = new Vector3((float)startX, 0f, (float)startZ); // Use to set NPC location to same spot as player Location = new Vector3(0f, 0f, 0f); }
/// <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() { #if WINDOWS Mouse.SetPosition(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2); #endif // TODO: Add your initialization logic here collisionToggle = true; theCamera = new Camera(new Vector3(0.5f, 0.5f, 0.5f), 0, GraphicsDevice.Viewport.AspectRatio, 0.05f, 100f); theEffect = new BasicEffect(GraphicsDevice); theMaze = new Maze(GraphicsDevice); bgm = true; isDay = true; isFoggy = false; base.Initialize(); npc = new NPC(theMaze); }