/// <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() { oldKS = Keyboard.GetState(); oldMS = Mouse.GetState(); hiteffects = new HitEffects(); tickeffects = new TickEffects(); boundbox = GraphicsDevice.Viewport.Bounds; boundbox.Inflate(-30, -30); cullbox = GraphicsDevice.Viewport.Bounds; cullbox.Inflate(100, 100); drawshots = new List <DrawingObject>(); particles = new List <Projectile>(); projectiles = new List <Projectile>(); projectilequeue = new List <Projectile>(); enemies = new List <Enemy>(); collidables = new List <Collidable>(); blankattack = new Attack(); testatk1 = new Attack(); testatk1.cooldown = 20; testatk1.speed = 15; testatk1.drawshot = 6; testatk1.inaccuracy = 0.05f; testatk1.duration = 100; testatk1.projcount = 1; testatk1.spread = 1f; //testatk1.handletick += tickeffects.seek; //testatk1.handleexpire += hiteffects.burst; testatk1.handlecollide += hiteffects.bounce; testatk1.handlecollide += hiteffects.burst; testatk2 = new Attack(); testatk2.drawshot = 0; testatk2.cooldown = 10; testatk2.projcount = 3; testatk2.spread = 0.2f; testatk2.speed = 15; testatk2.inaccuracy = 0.2f; testatk2.duration = 60; testatk2.handleexpire += hiteffects.burst; testatk2.handletick += tickeffects.slow; testatk2.handlecollide += hiteffects.fizzle; testatk2.handlecollide += hiteffects.burst; edgebounce = false; base.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() { oldKS = Keyboard.GetState(); oldMS = Mouse.GetState(); hiteffects = new HitEffects(); tickeffects = new TickEffects(); boundbox = GraphicsDevice.Viewport.Bounds; boundbox.Inflate(-30, -30); cullbox = GraphicsDevice.Viewport.Bounds; cullbox.Inflate(100, 100); drawshots = new List<DrawingObject>(); particles = new List<Projectile>(); projectiles = new List<Projectile>(); projectilequeue = new List<Projectile>(); enemies = new List<Enemy>(); collidables = new List<Collidable>(); blankattack = new Attack(); testatk1 = new Attack(); testatk1.cooldown = 20; testatk1.speed = 15; testatk1.drawshot = 6; testatk1.inaccuracy = 0.05f; testatk1.duration = 100; testatk1.projcount = 1; testatk1.spread = 1f; //testatk1.handletick += tickeffects.seek; //testatk1.handleexpire += hiteffects.burst; testatk1.handlecollide += hiteffects.bounce; testatk1.handlecollide += hiteffects.burst; testatk2 = new Attack(); testatk2.drawshot = 0; testatk2.cooldown = 10; testatk2.projcount = 3; testatk2.spread = 0.2f; testatk2.speed = 15; testatk2.inaccuracy = 0.2f; testatk2.duration = 60; testatk2.handleexpire += hiteffects.burst; testatk2.handletick += tickeffects.slow; testatk2.handlecollide += hiteffects.fizzle; testatk2.handlecollide += hiteffects.burst; edgebounce = false; base.IsMouseVisible = true; base.Initialize(); }