/// <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() { // TODO: Add your initialization logic here input = new InputManager(); Manager = new ActorManager(graphics, GraphicsDevice, input); Manager.NewPlayer(new Vector2(screenWidth/2, screenHeight/2)); base.Initialize(); }
public CollisionManager(ActorManager _actorManager) { Device = _actorManager.Device; Manager = _actorManager; Font = _actorManager.Font; GraphicsDeviceManager Graphics = _actorManager.Graphics; BorderWidth = Graphics.PreferredBackBufferWidth; BorderHeight = Graphics.PreferredBackBufferHeight; ZoneWidth = BorderWidth / (GRID_WIDTH-2); ZoneHeight = BorderHeight / (GRID_HEIGHT-2); FriendlyCollidables = new List<Collidable>[GRID_WIDTH, GRID_HEIGHT]; FriendlyProjectiles = new List<Collidable>[GRID_WIDTH, GRID_HEIGHT]; EnemyCollidables = new List<Collidable>[GRID_WIDTH, GRID_HEIGHT]; EnemyProjectiles = new List<Collidable>[GRID_WIDTH, GRID_HEIGHT]; CreateEmptyGrids(); ZoneSprite = CreateZoneSprite(); }