/// <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() { count = 0; // TODO: Add your initialization logic here handGraphic = HandGraphic.CodeKing; // resumevideogame = new ResumeVideoGame(); jobskills = new JobSkills(); gamestates = GameStates.gameplay; playvideostate = new PlayVideoState(); #region leap // leap collisions redone fingerLocations = new Rectangle[5]; fingerLocations[0] = new Rectangle(800, 600, 128, 128); fingerLocations[1] = new Rectangle(800, 600, 128, 128); fingerLocations[2] = new Rectangle(800, 600, 128, 128); fingerLocations[3] = new Rectangle(800, 600, 128, 128); fingerLocations[4] = new Rectangle(800, 600, 128, 128); // leap collision leapCollision = new Rectangle(0, 0, 128, 128); // TODO: Add your initialization logic here #endregion ScreenManager.Instance.Initialize(); ScreenManager.Instance.Dimensions = new Vector2(800, 600); graphics.PreferredBackBufferWidth = (int)ScreenManager.Instance.Dimensions.X; graphics.PreferredBackBufferHeight = (int)ScreenManager.Instance.Dimensions.Y; #endregion graphics.ApplyChanges(); //after several seconds disappear // gametime gameTime = new GameTime(); timeSpan = new TimeSpan(); // gametime IsMouseVisible = true; base.Initialize(); }
/// <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 resumevideogame = new ResumeVideoGame(); jobskills = new JobSkills(); gamestates = GameStates.gameplay; playvideostate = new PlayVideoState(); ScreenManager.Instance.Initialize(); ScreenManager.Instance.Dimensions = new Vector2(800, 600); graphics.PreferredBackBufferWidth = (int)ScreenManager.Instance.Dimensions.X; graphics.PreferredBackBufferHeight = (int)ScreenManager.Instance.Dimensions.Y; #endregion graphics.ApplyChanges(); //after several seconds disappear // gametime gameTime = new GameTime(); timeSpan = new TimeSpan(); // gametime base.Initialize(); }