/// <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 this.camera = new Camera(this, new Vector3(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2, 1000), new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2, -500)); this.Components.Add(this.camera); this.Services.AddService(typeof(Camera), this.camera); this.fps = new FPS(this); this.Components.Add(this.fps); this.kinect = new Kinect(this); this.Components.Add(this.kinect); //this.Services.AddService(typeof(Kinect), this.kinect); effect = new BasicEffect(GraphicsDevice); //for sphere //create new distortion object distortion = new Distortion(Vector3.Backward, 1, 1, distortionShift, 3, 1.33f); View = Matrix.CreateLookAt(new Vector3(0, 0, 2), Vector3.Zero, Vector3.Up); Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16.0f / 9.0f, 1, 500); screenCenter = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); base.Initialize(); }