public override void Initialize() { camera = (ICamera)Game.Services.GetService(typeof(ICamera)); postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager)); projection = camera.Projection; view = camera.View; for (int i = 0; i < scenery.Length; ++i) { scenery[i] = new List<SceneryComponent>(); for (int j = 0; j < OBJ_PER_LAYER; ++j) { // Create initial scenery for each scenery channel, spawning them a random // distance further behind the far plane. This gives the impression that // the scenery is coming in randomly, instead of initially appearing in a // large group across the entire screen. scenery[i].Add(CreateScenery(i == 0, j)); Vector3 pos = scenery[i][j].Position; pos.Z -= (float)Utility.Prng.NextDouble() * 5000.0f; scenery[i][j].Position = pos; postprocessingManager.AddComponent(scenery[i][j]); } } base.Initialize(); }
public override void Initialize() { camera = (ICamera)Game.Services.GetService(typeof(ICamera)); renderTargets = (IRenderTargets)Game.Services.GetService(typeof(IRenderTargets)); postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager)); collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); view = camera.View; projection = camera.Projection; for (int i = 0; i < particles.Count(); ++i) { particles[i] = new ParticleSystem(Game, Game.Content, "Laser"); particles[i].Initialize(); particleEmitter[i] = new ParticleEmitter(particles[i], 100, Position); } base.Initialize(); }
public override void Initialize() { collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager)); camera = (ICamera)Game.Services.GetService(typeof(ICamera)); postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager)); base.Initialize(); }