public override void Initialize(GraphicsDevice GraphicsDevice, SpriteBatch SpriteBatch) { base.Initialize(GraphicsDevice, SpriteBatch); //Initializing HUD component HUD = new HUD(ownedMobile, MobileList); //Extract terrain geography Topography.Initialize(Foreground); MobileList.ForEach((x) => { //Repositioning the actors in order to accurately reproduce the scenario coordinate showed in the loading screen //This must be called here because in this position the background will be already initialized x.Position -= Foreground.Pivot; //Define the spawning points for each remote mobile if (!x.IsPlayable) { ((RemoteMovement)x.Movement).DesiredPosition = x.Position; } }); //Start all mobiles facing trajectory StartMobileFacingTrajectory(); //Parallax Vectors BackgroundRemainingImage = new Vector2(Background.SpriteWidth, Background.SpriteHeight) - Parameter.ScreenResolution; //Clear all sfx from the list SpecialEffectHandler.Initialize(); //Clear all pending death animations DeathAnimation.Initialize(); //Start Match #if !DEBUGSCENE ServerInformationHandler.StartMatch(); #endif }