/// <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() { random = new Random(); player = new Player(); boss = new Boss(); bgLayer1 = new ParallaxingBackground(); bgLayer2 = new ParallaxingBackground(); enemies = new List <Enemy> (); explosions = new List <Explosion> (); lasers = new List <Laser> (); enemySpawnTime = TimeSpan.FromSeconds(1.0f); prevEnemySpawnTime = TimeSpan.Zero; laserSpawnTime = TimeSpan.FromSeconds(0.5f); healthBarVal = Constants.PLAYER_HEALTH; maxEnemyCount = Constants.ENEMY_COUNT; score = 0; bossFight = false; GameState = GameStates.Start; menuCursor = MenuOptions.Start; base.Initialize(); }
/// <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() { random = new Random (); player = new Player(); boss = new Boss (); bgLayer1 = new ParallaxingBackground (); bgLayer2 = new ParallaxingBackground (); enemies = new List<Enemy> (); explosions = new List<Explosion> (); lasers = new List<Laser> (); enemySpawnTime = TimeSpan.FromSeconds (1.0f); prevEnemySpawnTime = TimeSpan.Zero; laserSpawnTime = TimeSpan.FromSeconds (0.5f); healthBarVal = Constants.PLAYER_HEALTH; maxEnemyCount = Constants.ENEMY_COUNT; score = 0; bossFight = false; GameState = GameStates.Start; menuCursor = MenuOptions.Start; base.Initialize (); }