/// <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() { this.IsMouseVisible = true; this.Window.AllowUserResizing = true; // Create Services this.input = new UserInput(this); this.camera = new Camera(this, new Vector3(25f, 25f, 25f), new Vector3(-1f, -1f, -1f), Vector3.Up); water = new Water(this, Matrix.CreateTranslation(new Vector3(-20, -3, -100)), 122, 122, 2, 8); Matrix waterfallTranslate = Matrix.CreateTranslation(new Vector3(5f, 25.5f, -85.5f)); Matrix waterfallRotate = Matrix.CreateRotationX(MathHelper.PiOver2 - MathHelper.PiOver4 / 4); waterfall = new Water(this, waterfallRotate * waterfallTranslate, 20, 40, 0.5f, 8); Components.Add(water); Components.Add(waterfall); Components.Add(this.input); Components.Add(this.camera); Services.AddService(typeof(ICamera), this.camera); Services.AddService(typeof(IInput), this.input); hud = new SpriteBatch(this.GraphicsDevice); gameOver = false; base.Initialize(); }
//This deviates from standard source(16Nov10). I added an argument for a Camera class object public DebugDrawer(Game game, Camera camera) : base(game) { this.vertexData = new List<VertexPositionColor>(); this.camera = camera; }