/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); shipManager.Draw(); DebugShapeRenderer.Draw(gameTime, ModedCamera.View, ModedCamera.Projection); base.Draw(gameTime); }
/// <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() { //camera = new Camera(new Vector3(0, 0, 500), graphics); random = new Random(); ModedCamera.Initialize(graphics.GraphicsDevice); DebugShapeRenderer.Initialize(GraphicsDevice); MessageBus.Initialize(); shipManager = new ShipManager(random, Content); shipManager.Initialize(); consoleWriter = new ConsoleWriter(); retrieveInitialMemory = true; lastMemMeasure = 0; mem = 0; base.Initialize(); }
public void Draw() { if (alive) { foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.LightingEnabled = true; effect.EnableDefaultLighting(); effect.World = world; effect.View = ModedCamera.View; effect.Projection = ModedCamera.Projection; } mesh.Draw(); } DebugShapeRenderer.AddBoundingSphere(boundingSphere, Color.Green); } }