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Aug 2nd, 2012
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  1.  
  2.         protected void Initialize(int selectedStage)
  3.         {
  4.             // Start the score off at 0
  5.             lastScored = false;
  6.             menu = new Menu(); // Draws text on the screen after the game to say who won
  7.             resetTimerInUse = true;
  8.             resetTimer = 0;
  9.             SetUpSingle(); // Sets up a single player game
  10.             ball = new Ball(contentManager,
  11.                             new Vector2(ScreenManager.Game.GraphicsDevice.Viewport.TitleSafeArea.Width,
  12.                             ScreenManager.Game.GraphicsDevice.Viewport.TitleSafeArea.Height),
  13.                             leftBat, rightBat);
  14.  
  15.  
  16.             ParticleEmitter.AddEmitter(EmitterType.BlueParticle, ball.Position, ball);
  17.  
  18.             input = new Input();
  19.             hud = new HUD(this);
  20.             BPE = new BlueParticleEmitter(game);
  21.             debuggingTools = new DebuggingTools(this, BPE);
  22.             gamestate = GameStates.Running;
  23.             // Initializes the previously chosen stage
  24.             this._selectedStage = selectedStage;
  25.  
  26.             // JEP 5/17 - draw code uses screenwidth/height
  27.             screenWidth = ScreenManager.Game.GraphicsDevice.Viewport.TitleSafeArea.Width;
  28.             screenHeight = ScreenManager.Game.GraphicsDevice.Viewport.TitleSafeArea.Height;
  29.  
  30.             // Sets the default percent scale for the black and white SlowMo effect
  31.             percentscale = 0.01f;
  32.             gScaleActivated = false;
  33.  
  34.         }
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