/// <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 player = new Player(); bgLayer1 = new ParalaxingBackground(); bgLayer2 = new ParalaxingBackground(); rectBackground = new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); enemies = new List <Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); // enable freedrag for windows 8 movement TouchPanel.EnabledGestures = GestureType.FreeDrag; 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() { // TODO: Add your initialization logic here player = new Player(); bgLayer1 = new ParalaxingBackground(); bgLayer2 = new ParalaxingBackground(); rectBackground = new Rectangle(0,0,GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); enemies = new List<Enemy>(); previousSpawnTime = TimeSpan.Zero; enemySpawnTime = TimeSpan.FromSeconds(1.0f); random = new Random(); // enable freedrag for windows 8 movement TouchPanel.EnabledGestures = GestureType.FreeDrag; base.Initialize(); }