예제 #1
0
        /// <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()
        {
            IsMouseVisible = true;
            screen         = new Level();
            screenSolution = new Vector2();
            rowsAndColumns = new Vector2(24, 14);
            // TODO: Add your initialization logic here
            screenSolution.X = GraphicsDevice.Viewport.Width;
            screenSolution.Y = GraphicsDevice.Viewport.Height;
            statusScreen     = new StatusScreen();
            user             = new User();
            userInput        = new Input();

            tileBound = new Vector2(80, 80);

            enemyList = new List <Enemy>();

            turtleAnimation        = new Animation();
            flyingBombAnimation    = new Animation();
            mushroomStripAnimation = new Animation();
            textures = new Texture2D[5];

            myBar           = new Toolbar();
            toolbartextures = new Texture2D[6];

            enemySpawnX = 1000;
            enemySpawnY = 100;

            base.Initialize();
        }
예제 #2
0
        public void Initialize(User user, Level screen, StatusScreen statusScreen, Toolbar toolbar)
        {
            m_toolbar               = toolbar;
            m_user                  = user;
            m_level                 = screen;
            m_currentMouseState     = Mouse.GetState();
            m_previousMouseState    = m_currentMouseState;
            m_currentKeyboardState  = Keyboard.GetState();
            m_previousKeyboardState = m_currentKeyboardState;

            m_tileWindow = new TileWindow();
            m_tileWindow.Initialize(m_user);
            currenState = States.SetTile;

            m_statusScreen = statusScreen;
        }