protected override void Initialize() { ModelDrawer = new InstancedModelDrawer(this); ConstraintDrawer = new LineDrawer(this); ConstraintDrawer.DisplayTypes.Add(typeof(GrabSpring), typeof(DisplayGrabSpring)); ConstraintDrawer.DisplayTypes.Add(typeof(MotorizedGrabSpring), typeof(DisplayMotorizedGrabSpring)); ContactDrawer = new ContactDrawer(this); BoundingBoxDrawer = new BoundingBoxDrawer(this); SimulationIslandDrawer = new SimulationIslandDrawer(this); base.Initialize(); }
protected override void Initialize() { //create the ame space space = new Space(); //set the space gravity space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0); //create the player player = new Player(this); //call UpdateCameraChaseTarget method UpdateCameraChaseTarget(); //call reset camera camera.Reset(); //create the bounding box for the debug view debugBoundingBoxDrawer = new BoundingBoxDrawer(this); debugDrawer = new BasicEffect(GraphicsDevice); //An array to 100 new vector3 move locations moveLocations = new Vector3[100]; //generates a new random number Random random = new Random(Guid.NewGuid().GetHashCode()); //for each movelocation in the array calculates a new random vector3 in the game for the placement of enemies for (int i = 0; i < moveLocations.Length; i++) { float x = random.Next((int)terrainSize) - terrainSize / 2f; float y = 15f; float z = random.Next((int)terrainSize) - terrainSize / 2f; moveLocations[i] = new Vector3(x, y, z); } base.Initialize(); }
/// <summary> /// Initalize the game /// </summary> protected override void Initialize() { debugBoundingBoxDrawer = new BoundingBoxDrawer(this); debugDrawer = new BasicEffect(GraphicsDevice); space = new Space(); space.ForceUpdater.Gravity = new Vector3(0, -9.81f, 0); player = new Player(this); enemy = new Enemy(this); // Set the camera aspect ratio // This must be done after the class to base.Initalize() which will // initialize the graphics device. //camera.AspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / // graphics.GraphicsDevice.Viewport.Height; // Perform an inital reset on the camera so that it starts at the resting // position. If we don't do this, the camera will start at the origin and // race across the world to get behind the chased object. // This is performed here because the aspect ratio is needed by Reset. UpdateCameraChaseTarget(); camera.Reset(); base.Initialize(); }
protected override void Initialize() { int height = 600; int width = 1000; graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; graphics.IsFullScreen = false; graphics.ApplyChanges(); float maxX = GraphicsDevice.Viewport.Width; float maxY = GraphicsDevice.Viewport.Height; float xRatio = maxX / 600; float yRatio = maxY / 1000; average = (xRatio + yRatio) / 2; camera = new CameraComponent(this); Components.Add(camera); Services.AddService(typeof(CameraComponent), camera); modelManager = new ModelManager(this); Components.Add(modelManager); Services.AddService(typeof(ModelManager), modelManager); genComponentManager = new GeneralComponentManager(this); Components.Add(genComponentManager); Services.AddService(typeof(GeneralComponentManager), genComponentManager); entities = new EntityManager(this); Components.Add(entities); Services.AddService(typeof(EntityManager), entities); particles = new ParticleManager(this); Components.Add(particles); Services.AddService(typeof(ParticleManager), particles); modelDrawer = new BoundingBoxDrawer(this); base.Initialize(); }