/// <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() { ViewportDimensions = new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); DebugInfo = new StringBuilder(); InputHandler = new InputHandler(); Events = new EventSystem(); Events["endLevel"].addListener(onEndLevel); Events["exit"].addListener(onExit); Events["ui.show"].addListener(OnUIShow); Events["ui.close"].addListener(OnUIClose); PhysicsDebugDrawer = new PhysicsDebugDraw(); PhysicsDebugDrawer.Level = level; PhysicsDebugDrawer.AppendFlags(DebugDrawFlags.AABB); PhysicsDebugDrawer.AppendFlags(DebugDrawFlags.CenterOfMass); PhysicsDebugDrawer.AppendFlags(DebugDrawFlags.Joint); PhysicsDebugDrawer.AppendFlags(DebugDrawFlags.Pair); PhysicsDebugDrawer.AppendFlags(DebugDrawFlags.Shape); level.Initialize(gameConfig["Levels"][level.Name]); base.Initialize(); GameState.SetInMenu(); }
/// <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() { ViewportDimensions = new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); DebugInfo = new StringBuilder(); InputHandler = new InputHandler(); Events = new EventSystem(); Events["endLevel"].addListener(onEndLevel); Events["exit"].addListener(onExit); Events["ui.show"].addListener(OnUIShow); Events["ui.close"].addListener(OnUIClose); level.Initialize(gameConfig["Levels"][level.Name]); base.Initialize(); GameState.SetInMenu(); }