/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { seeker = new SeekerImp(); count = 0; base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { phase = Phase.Counting; count = 0; mapX = World.getWorld().mapSizeX(); mapY = World.getWorld().mapSizeY(); seenMap = new int[mapX, mapY]; //initialize all values in map to 0, because seeker hasn't seen anything yet for (int i = 0; i < mapX; i++) for (int j = 0; j < mapY; j++) seenMap[i, j] = 0; seeker = new SeekerImp(); base.Initialize(); myDrawable.color = Color.DodgerBlue; }