/// <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() { base.Initialize(); TiledEntityFactoryPool.InitFactoryPool(); new GameController(); }
/// <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() { base.Initialize(); AudioMgr.Init(AssetMgr.ContentDir + '/' + AssetMgr.AudioDir); Resources.Sounds.Load(); TiledEntityFactoryPool.InitFactoryPool(); new GameplayController(); }
/// <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() { base.Initialize(); TiledEntityFactoryPool.InitFactoryPool(); var depth = new DepthStencilState(); depth.DepthBufferEnable = true; depth.DepthBufferWriteEnable = true; GraphicsMgr.Device.PresentationParameters.DepthStencilFormat = DepthFormat.Depth24Stencil8; GraphicsMgr.VertexBatch.DepthStencilState = depth; new GameController(); }