/// <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() { this.IsMouseVisible = true; particleSystem = new ParticleSystem(); spriteFont = Content.Load<SpriteFont>(@"Game\SpriteFont1"); damageObject = new Damage(); screenColor = new Color(0, 0, 0, 0); screen = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); malePos = new Rectangle(0, 0, graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight); femalePos = new Rectangle(graphics.PreferredBackBufferWidth / 2, 0, graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight); menu = new Menu.Menu(this); ribbon = new Game.Items.Ribbon(new Rectangle(210, 570, 25, 19), "Ribbon", Content.Load<Texture2D>(@"Game\ribbon"), "Map2_A", this); 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() { this.IsMouseVisible = true; particleSystem = new ParticleSystem(); spriteFont = Content.Load<SpriteFont>(@"Game\SpriteFont1"); damageObject = new Damage(); screenColor = new Color(0, 0, 0, 0); screen = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); malePos = new Rectangle(0, 0, graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight); femalePos = new Rectangle(graphics.PreferredBackBufferWidth / 2, 0, graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight); menu = new Menu.Menu(this); base.Initialize(); }