/// <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 mPlayer = new Player(); mPlayer.Initalize(new Vector2(700, 150)); //graphics.PreferredBackBufferWidth = 1920; //graphics.PreferredBackBufferHeight = 1080; graphics.PreferredBackBufferWidth = 960; graphics.PreferredBackBufferHeight = 540; graphics.IsFullScreen = true; graphics.ApplyChanges(); mEnemySpawner = new EnemySpawner(); mBulletSpawner = new BulletSpawner(); mPatternGenerator = new PatternGenerator(); mEnemies = new List <Enemy>(); mBullets = new List <Bullet>(); mPlayerBullets = new List <Bullet>(); mBulletDestroyQueue = new List <int>(); mPlayerBulletsDestroyQueue = new List <int>(); mEnemyDestroyQueue = new List <int>(); mFrameCounter = new FrameCounter(); mSchedule = new StageSchedule(); base.Initialize(); mPlayer.mPlayerBulletsPtr = mPlayerBullets; mBulletSpawner.SetBulletList(mBullets); mPatternGenerator.SetBulletSpawner(mBulletSpawner); mEnemySpawner.SetPatternGenerator(mPatternGenerator); mEnemySpawner.SetEnemyListPtr(mEnemies); mSchedule.Init("Content/Stages/teststagegenerators.json", mEnemySpawner); }
public void SetPatternGenerator(PatternGenerator gen) { mGamePatternGeneratorPtr = gen; }