/// <summary> /// Initialize the game, after the ScreenManager is set, but not every time /// the graphics are reloaded. /// </summary> public void Initialize() { Defines.playersGestures.Clear(); Defines.playerFusionTriggered.Clear(); Defines.clientBounds = ScreenManager.Game.Window.ClientBounds; //Set up the frames counter ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game)); //Set up the bloom post-process effect bloomComponent = new BloomComponent(ScreenManager.Game); //bloomComponent.Visible = false; ScreenManager.Game.Components.Add(bloomComponent); // Initialize an instance of the high score screen hss = new HighScoreScreen(ScreenManager.Game); //Set up the console writer. //consoleComponent = new ConsoleComponent(clientBounds); //Set up the sprite managers //playerSpriteManager = new SpriteManagerComponent(this); enemySpriteManager = new SpriteManager(ScreenManager.Game); //Set up the players //TODO: Only signed in players should be added. playerManager = new PlayerManager(ScreenManager.Game); // Check whether if two controllers are currently active (Comment to default to two-player mode) // TODO: Add additional check for if the game is currently running or not //if (!GamePad.GetState(PlayerIndex.Two).IsConnected) // twoPlayerMode = false; // Set up powerup manager powerupManager = new PowerupManager(ScreenManager.Game); // Set up the charge Bar chargeBar = new ChargeBar(ScreenManager.Game); // Set up repair powerup // repairPowerup = new RepairPowerup(ScreenManager.Game); //Set up the particle system manager. Defines.particleManager = new ParticleManager(ScreenManager.Game); gameOver = false; }
protected override void Initialize() { Defines.clientBounds = this.Window.ClientBounds; //Set up the frames counter this.Components.Add(new FPSComponent(this)); //Set up the bloom post-process effect bloomComponent = new BloomComponent(this); bloomComponent.Visible = false; this.Components.Add(bloomComponent); //Set up the console writer. //consoleComponent = new ConsoleComponent(clientBounds); //Set up the sprite managers //playerSpriteManager = new SpriteManagerComponent(this); enemySpriteManager = new SpriteManager(this); //Set up the players //TODO: Only signed in players should be added. playerManager = new PlayerManager(this); // Check whether if two controllers are currently active (Comment to default to two-player mode) // TODO: Add additional check for if the game is currently running or not //if (!GamePad.GetState(PlayerIndex.Two).IsConnected) // twoPlayerMode = false; // Set up the charge Bar chargeBar = new ChargeBar(this); // Set up repair powerup repairPowerup = new RepairPowerup(this); //Set up the particle system manager. particleManager = new ParticleManager(this); base.Initialize(); }
public void Initialize() { //Clear global arrays in case we restart the game Defines.playersGestures.Clear(); Defines.playerFusionTriggered.Clear(); Defines.clientBounds = ScreenManager.Game.Window.ClientBounds; //Set up the frames counter ScreenManager.Game.Components.Add(new FPSComponent(ScreenManager.Game)); // Initialize an instance of the high score screen //Set up the sprite managers enemySpriteManager = new SpriteManager(ScreenManager.Game); //Set up the players //TODO: Only signed in players should be added. playerManager = new PlayerManager(ScreenManager.Game); // Set up powerup manager powerupManager = new PowerupManager(ScreenManager.Game); // Set up the charge Bar chargeBar = new ChargeBar(ScreenManager.Game); //Set up the particle system manager. Defines.particleManager = new ParticleManager(ScreenManager.Game); }