/// <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 graphics.SynchronizeWithVerticalRetrace = false; frameRate = 0; frameCount = 0; frameTime = 0; CollisionMgr = new Colliding(); device = graphics.GraphicsDevice; boundaries = new int[4]; count = new int[4]; bouncingThings = new BouncingThing[ELEMENTS]; Vector2 pos = new Vector2(5, 5); Random rand = new Random(); boundaries[0] = maxX = graphics.GraphicsDevice.Viewport.Width; boundaries[1] = minX = 0; boundaries[2] = maxY = graphics.GraphicsDevice.Viewport.Height; boundaries[3] = minY = 0; for (int i = 0; i < 20; i++) { if (i < 10) { bouncingThings[i] = new BouncingTriangle(new Vector2(rand.Next(minX, maxX - TEXTUREWIDTH), rand.Next(minY, maxY - TEXTUREHEIGHT)), new Vector2(rand.Next(-10, 10), rand.Next(-10, 10)), rand.Next(5, 20), new Vector2(rand.Next(5, 20), rand.Next(5, 20))); } else { bouncingThings[i] = new BouncingBox(new Vector2(rand.Next(minX, maxX - TEXTUREWIDTH), rand.Next(minY, maxY - TEXTUREHEIGHT)), new Vector2(rand.Next(-10, 10), rand.Next(-10, 10)), rand.Next(1, 5), new Vector2(rand.Next(5, 10), rand.Next(5, 10))); } } quad = new QuadTree(maxX, minX, maxY, minY, bouncingThings); 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 graphics.SynchronizeWithVerticalRetrace = false; frameRate = 0; frameCount = 0; frameTime = 0; CollisionMgr = new Colliding(); device = graphics.GraphicsDevice; boundaries = new int[4]; count = new int[4]; bouncingThings = new BouncingThing[ELEMENTS]; Vector2 pos = new Vector2 (5,5); Random rand = new Random(); boundaries[0] = maxX = graphics.GraphicsDevice.Viewport.Width; boundaries[1] = minX = 0; boundaries[2] = maxY = graphics.GraphicsDevice.Viewport.Height; boundaries[3] = minY = 0; for (int i = 0; i < 20; i++) { if (i < 10) { bouncingThings[i] = new BouncingTriangle(new Vector2(rand.Next(minX, maxX - TEXTUREWIDTH), rand.Next(minY, maxY - TEXTUREHEIGHT)), new Vector2(rand.Next(-10, 10), rand.Next(-10, 10)), rand.Next(5, 20), new Vector2(rand.Next(5, 20), rand.Next(5, 20))); } else bouncingThings[i] = new BouncingBox(new Vector2(rand.Next(minX, maxX - TEXTUREWIDTH), rand.Next(minY, maxY - TEXTUREHEIGHT)), new Vector2(rand.Next(-10, 10), rand.Next(-10, 10)), rand.Next(1, 5), new Vector2(rand.Next(5, 10), rand.Next(5, 10))); } quad = new QuadTree(maxX, minX, maxY, minY, bouncingThings); base.Initialize(); }