/// <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() { MouseState lastMouse = Mouse.GetState(); Camera = new Camera(this); // side view: //Camera.Position = new Vector3(35f, 20f, 0f); //Camera.Target = Camera.Position + Vector3.Normalize(new Vector3(7, 4, 0)); // front view: // NOTE: i can't seem to get it looking behind wall1, so we're looking behind wall2 Camera.Position = new Vector3(0f, 17f, 36f); Camera.Target = Camera.Position + Vector3.Normalize(new Vector3(0, 4, 7)); this.Components.Add(Camera); Display = new Display(this); Display.DrawOrder = int.MaxValue; this.Components.Add(Display); DebugDrawer = new DebugDrawer(this); this.Components.Add(DebugDrawer); primitives[(int)Primitives.box] = new BoxPrimitive(GraphicsDevice); primitives[(int)Primitives.capsule] = new CapsulePrimitive(GraphicsDevice); primitives[(int)Primitives.cone] = new ConePrimitive(GraphicsDevice); primitives[(int)Primitives.cylinder] = new CylinderPrimitive(GraphicsDevice); primitives[(int)Primitives.sphere] = new SpherePrimitive(GraphicsDevice); BasicEffect = new BasicEffect(GraphicsDevice); BasicEffect.EnableDefaultLighting(); BasicEffect.PreferPerPixelLighting = true; base.Initialize(); }