protected override void Initialize() { try { Perf.Time($"{nameof(NeedlesslyComplexMainGame)}.Initialize", () => { CurrentGame.Init(this); Resources.Init(); // @todo #1 Bug: Update the GraphicsDeviceManager in the constructor, to avoid the window being mispositioned and visibly changing size CurrentDisplay.Init(_graphics, _display); Window.Position = new Point((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - CurrentDisplay.GameWidth) / 2, (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - CurrentDisplay.GameHeight) / 2 - 40); // Delete this once the above issue is fixed IsMouseVisible = true; _uiSpriteBatch = new SpriteBatch(GraphicsDevice); _worldSpriteBatch = new SpriteBatch(GraphicsDevice); Input.SetController(_controller); World.Init(_worldSpriteBatch); UI.Init(_uiSpriteBatch); _scene.Init(); base.Initialize(); }); } catch (Exception e) { _errorHandler.Handle(new Exception("Error while Initializing MonoDragons Core engine", e)); } }
protected override void Initialize() { Perf.Time($"{nameof(NeedlesslyComplexMainGame)}.Initialize", () => { CurrentGame.Init(this); Resources.Init(); InitDisplayIfNeeded(); // @todo #1 Bug: Update the GraphicsDeviceManager in the constructor, to avoid the window being mispositioned and visibly changing size CurrentDisplay.Init(_graphics, _display); Window.Position = new Point(0, 0); // Delete this once the above issue is fixed IsMouseVisible = true; _sprites = new SpriteBatch(GraphicsDevice); Input.SetController(_controller); World.Init(_sprites); UI.Init(_sprites); _scene.Init(); base.Initialize(); }); }