protected override void Initialize() { base.Initialize(); #region Assign Game Settings MaxX = graphics.GraphicsDevice.Viewport.Width; MaxY = graphics.GraphicsDevice.Viewport.Height; int MaxTitleX = graphics.GraphicsDevice.Viewport.TitleSafeArea.Width; int MaxTitleY = graphics.GraphicsDevice.Viewport.TitleSafeArea.Height; #endregion #region Assign Game Properties gameSpeed = 1f; gameOver = false; score = 0; #endregion #region Assign Game Objects proceduralStarBackground = new Background(MaxX, MaxY, bgStar); oldState = Keyboard.GetState(); destructableDict = new dustructablesDictionary(); Destructibles = new Queue <DestructibleObject>(); Bullets = new Queue <BulletObject>(); Boons = new Queue <BoonObject>(); #endregion #region Initialize Player Vector2 shipSpeed = new Vector2(7, 5); // 7 is horizontal speed, 5 is vertical speed Vector2 shipPos = new Vector2(MaxTitleX / 2 - 10, MaxTitleY - 50); int shipHealth = 100; float bonusAttraction = 300f; float bonusGrabRadius = 35f; Ship = new PlayerShip(shipPos, shipHealth, shipSpeed, bonusAttraction, bonusGrabRadius); List <Texture2D> shipEmitTextures = new List <Texture2D>() { // Put textures for ship particles here Content.Load <Texture2D>("pEngine/pStar") }; Ship.Initialize(new Vector2(GraphicsDevice.Viewport.TitleSafeArea.Width, GraphicsDevice.Viewport.TitleSafeArea.Height), new AnimatedSprite(Content.Load <Texture2D>("BshipAtlas"), 1, 3), new ParticleEngine(shipEmitTextures, new Vector2(400, 240))); #endregion // Temporary bulletVelocity = 10 * gameSpeed; // Vertical bullet speed? fireCooldown = 0; int[] ship1 = new int[3] { 50, 10, 3 }; destructableDict.dict.Add("ship1", ship1); // /TEMPORARY destructibleObjects = new ObjectManager(); }
protected override void Initialize() { base.Initialize(); #region Assign Game Settings MaxX = graphics.GraphicsDevice.Viewport.Width; MaxY = graphics.GraphicsDevice.Viewport.Height; int MaxTitleX = graphics.GraphicsDevice.Viewport.TitleSafeArea.Width; int MaxTitleY = graphics.GraphicsDevice.Viewport.TitleSafeArea.Height; #endregion #region Assign Game Properties gameSpeed = 1f; gameOver = false; score = 0; #endregion #region Assign Game Objects proceduralStarBackground = new Background(MaxX, MaxY, bgStar); oldState = Keyboard.GetState(); destructableDict = new dustructablesDictionary(); Destructibles = new Queue<DestructibleObject>(); Bullets = new Queue<BulletObject>(); Boons = new Queue<BoonObject>(); #endregion #region Initialize Player Vector2 shipSpeed = new Vector2(7, 5); // 7 is horizontal speed, 5 is vertical speed Vector2 shipPos = new Vector2(MaxTitleX / 2 - 10, MaxTitleY - 50); int shipHealth = 100; float bonusAttraction = 300f; float bonusGrabRadius = 35f; Ship = new PlayerShip(shipPos, shipHealth, shipSpeed, bonusAttraction, bonusGrabRadius); List<Texture2D> shipEmitTextures = new List<Texture2D>() { // Put textures for ship particles here Content.Load<Texture2D>("pEngine/pStar") }; Ship.Initialize(new Vector2(GraphicsDevice.Viewport.TitleSafeArea.Width, GraphicsDevice.Viewport.TitleSafeArea.Height), new AnimatedSprite(Content.Load<Texture2D>("BshipAtlas"), 1, 3), new ParticleEngine(shipEmitTextures, new Vector2(400, 240))); #endregion // Temporary bulletVelocity = 10 * gameSpeed; // Vertical bullet speed? fireCooldown = 0; int[] ship1 = new int[3] { 50, 10, 3 }; destructableDict.dict.Add("ship1", ship1); // /TEMPORARY destructibleObjects = new ObjectManager(); }