public GameMain() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); // Set game to 502x700 or screen max if smaller. screenWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; // Get current screen width screenHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; // Get current screen height if (screenWidth >= 502) { screenWidth = 502; } if (screenHeight >= 700) { screenHeight = 700; } graphics.PreferredBackBufferWidth = screenWidth; graphics.PreferredBackBufferHeight = screenHeight; graphics.ApplyChanges(); bloom = new BloomComponent(this); bloom.Settings = new BloomSettings(null, 0.025f, 0.20f, 3f, 1f, 1f, 0.5f, screenWidth, screenHeight); //bloom.Settings = new BloomSettings(null, 0.5f, 0.75f, 0.5f, 0.5f, 0.5f, 4f, screenWidth, screenHeight); Components.Add(bloom); }
protected override void Initialize() { models.Add(new IllModel(@"Combined\Combined", new Vector3(0, 0, 0), new Vector3(0, MathHelper.ToRadians(0), 0), ScreenWidth / 0.34f , this)); models.Add(new IllModel(@"chahu\chahu", new Vector3(0, 0, 0), new Vector3(0, MathHelper.ToRadians(0), 0), ScreenWidth / 0.34f , this)); models.Add(new IllModel(@"huaping\huaping", new Vector3(0, 0, 0), new Vector3(0, MathHelper.ToRadians(0), 0), 0.3f * ScreenWidth / 0.34f , this)); models.Add(new IllModel(@"floor\floor", new Vector3(0, 0, 0), new Vector3(0, MathHelper.ToRadians(0), 0), 0.2f * ScreenWidth / 0.34f , this)); graphDealer = new ARGraphDealer(this); camera1 = new ARBaseCamera(new Vector3(0, 0, 1), new Vector3(0, 0, -2), graphDealer.Projection); camera1.Position = new Vector3(0, 0, 0.4f); graphDealer.SetCamera(camera1); updateDealer = new ARUpdateDealer(this); //GraphicsDeviceManager.ToggleFullScreen(); if (kinectbool && KinectSensor.KinectSensors.Count > 0) { kinect = new KinectComponent(this); Components.Add(kinect); } bloom = new BloomComponent(this); bloom.Settings = BloomSettings.PresetSettings[0]; //bloom.Visible = false; Components.Add(bloom); base.Initialize(); }
public Renderer(IServiceProvider services, ContentManager content, Point virtualResolution, Point?targetResolution = null, bool bloom = true) { Log.WriteLine("Constructing renderer"); GraphicsDevice = ((IGraphicsDeviceService)services.GetService(typeof(IGraphicsDeviceService))).GraphicsDevice; var RealResolution = new Point(GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); DisplaySettings = new DisplaySettings(virtualResolution, RealResolution, targetResolution); BloomEnabled = bloom; PrimitivesRenderer = new PrimitivesRenderer(GraphicsDevice); SpriteBatch = new SpriteBatch(GraphicsDevice); BloomEffect = new BloomComponent(GraphicsDevice); _NeoManager = new Manager(services, GraphicsDevice, "Default") { AutoCreateRenderTarget = true, TargetFrames = 60, LogUnhandledExceptions = false, ShowSoftwareCursor = false }; if ("de-DE" == Thread.CurrentThread.CurrentUICulture.Name) { GUIManager.KeyboardLayout = new GermanKeyboardLayout(); } LoadContent(content); }
public Kreen() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Set resolution graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.PreferMultiSampling = false; graphics.SynchronizeWithVerticalRetrace = true; this.IsFixedTimeStep = true; gameStateManager = new GameStateManager(this); bloomComponent = new BloomComponent(this); Components.Add(gameStateManager); Components.Add(bloomComponent); #if DEBUG FPS fps = new FPS(this); Components.Add(fps); #endif // Add initial game state gameStateManager.AddGameState(new StateMenu(gameStateManager)); }
public Solarsystem() { GraphicsDeviceManager = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; BloomComponent = new BloomPostprocess.BloomComponent(this); Components.Add(BloomComponent); CelestialBodies = new List <CelestialBody>(); }
public void Draw(BloomComponent bloom, bool isActive, bool isBloom) { switch (State) { case GameStates.loading: _spriteBatch.Begin(); //DebugTextManager.DrawTextToScreenLeft(_spriteBatch, 3, "Loading Level"); _spriteBatch.End(); break; case GameStates.updating: // Sometimes there is a discrepency due to methods calling world update Camera.Pos = ConvertUnits.ToDisplayUnits(_shipManager.PlayerShip.Position); if (isBloom) { _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); _spriteBatch.Draw(bloom.screenTarget, Vector2.Zero, Color.White); _spriteBatch.End(); _spriteBatch.Begin(); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 25, "Bullets: " + _projectileManager.GetProjectileCount()); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 26, "Structures: " + _structures.Count); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 27, "Latency: " + (MainNetworkingManager.LastLatency * 1000) + "ms"); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 28, "NPCs: " + Debugging.SimulationManager.GetSimulatedShips().Count); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 29, "Player Speed: " + LegacyStatics.playerShipManager.PlayerShip.LinearVelocity.Length()); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 30, "Player Location: " + LegacyStatics.playerShipManager.PlayerShip.Position.ToString()); Vector2 mousePoss = MousePosToSimUnits(_shipManager.PlayerShip, _spriteBatch); //float shipToMousAngle = AIHelper.GetRotationToPosition(_shipManager.PlayerShip.Position, mousePoss, _shipManager.PlayerShip.Rotation) * 180 / (float)Math.PI; float shipToMousAngle = AIHelper.GetAngleToPosition(_shipManager.PlayerShip.Position, mousePoss) * 180 / (float)Math.PI; float shipAngle = AIHelper.ClampRotation(_shipManager.PlayerShip.Rotation) * 180 / (float)Math.PI; //AIHelper.TurnTowardPosition(ref mouseToShipAngle, .10f, mousePoss, _shipManager.PlayerShip.Position, .00001f, 10f); float angleToRotate = AIHelper.GetRotationToPosition(_shipManager.PlayerShip.Position, mousePoss, _shipManager.PlayerShip.Rotation) * 180 / (float)Math.PI; Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 31, "Angle, Ship To Mouse: " + shipToMousAngle); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 32, "Ship Angle, clamped: " + shipAngle); Debugging.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 33, "Angle to rotate: " + angleToRotate); //Main.DebugTextManager.DrawTextToScreenRight(_spriteBatch, 26, "FPS: " + Main.DebugTextManager.getFPS()); _spriteBatch.End(); } _UI.Draw(_spriteBatch); break; } }
public void Initialize(Game game) { Bloom = new BloomComponent(game); Bloom.Settings = BloomSettings.Default; if (PostProcessingEnabled) { game.Components.Add(Bloom); } }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); area = new Area(content.Load<Texture2D>("pinkArea"),new Vector2(500,500),0f,world); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 100), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 80), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(120, 100), world)); int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
public MainClass() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = 1080; // 544; graphics.PreferredBackBufferWidth = 1920; // 960; this.graphics.IsFullScreen = false; Content.RootDirectory = "Content"; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, .25f, 4, 4, 1, 1.5f, 1); //new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); }
public DebugScreen(Game game, GameStateManager manager) : base(game, manager) { Players = new List <Player>(); // Bloom _bloom = new BloomComponent(GameRef); Components.Add(_bloom); _bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); _useBloom = true; }
public ActionScreen(Game game, SpriteBatch spriteBatch) : base(game, spriteBatch) { game.IsMouseVisible = false; particleManager = new ParticleManager(); powerUpManager = new PowerUpManager(); bloom = new BloomComponent(game); bloom.Initialize(); Components.Add(bloom); paused = false; gameOver = false; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = (int)GameValues.ScreenSize.X; graphics.PreferredBackBufferHeight = (int)GameValues.ScreenSize.Y; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, 0.001f, 2, 2, 1, 1.5f, 1); IsMouseVisible = true; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); bloom = new BloomComponent(); bloom.LoadContent(spriteBatch, Content, graphics); bloom.Settings = new BloomSettings("catpants", 0, 2, 1.1f, 0.1f, 1, 1); background = Content.Load <Texture2D>("Braid_screenshot8"); }
/// <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 try { CurrentStage = AODSaver.LoadData <int>(GameConsts.GameSaveDirectory + @"\" + "Cs.aod"); EnabledStages = AODSaver.LoadData <List <int> >(GameConsts.GameSaveDirectory + @"\" + "Es.aod"); } catch { CurrentStage = 0; EnabledStages = new List <int>(10); EnabledStages.Add(1); #if DEBUG EnabledStages.Add(2); EnabledStages.Add(3); EnabledStages.Add(4); EnabledStages.Add(5); EnabledStages.Add(6); #endif EnabledStages.Add(11); } if (Directory.Exists(GameConsts.SettingsDirectory) == false) { Directory.CreateDirectory(GameConsts.SettingsDirectory); } if (Directory.Exists(GameConsts.GameSaveDirectory) == false) { Directory.CreateDirectory(GameConsts.GameSaveDirectory); } mainMenu = new AODMainMenuScene(this); mainMenu.StartGame += new StartGameHandler(this.StartGame); mainMenu.SettingsChanged += new EventHandler(this.SettingsChanged); Components.Add(mainMenu); //添加GameComponent gameScene = new GameScene(this); gameScene.ExitToMainMenu += new EventHandler(gameScene_ExitToMainMenu); Components.Add(gameScene); gameScene.Enabled = false; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Enabled = false; bloom.Visible = false; fpsShower = new FpsShower(this); Components.Add(fpsShower); base.Initialize(); }
public ShooterGame() { Instance = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); }
/// <summary> /// The main game constructor. /// </summary> public BitSitsGames() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); ScoreData = ScoreData.Load(GameContent.MaxLevelIndex); Settings = Settings.Load(); #if WINDOWS graphics.IsFullScreen = Settings.IsFullScreen; ViewportSize = new Vector2(800, 600); #endif #if WINDOWS_PHONE TargetElapsedTime = TimeSpan.FromTicks(333333); ViewportSize = new Vector2(640, 480); graphics.IsFullScreen = true; #endif graphics.PreferredBackBufferWidth = (int)ViewportSize.X; graphics.PreferredBackBufferHeight = (int)ViewportSize.Y; IsMouseVisible = true; // Create the screen manager component. screenManager = new ScreenManager(this, graphics); Components.Add(screenManager); #if WINDOWS //graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = BloomSettings.PresetSettings[5 % BloomSettings.PresetSettings.Length]; #endif #if DEBUG && WINDOWS Components.Add(new DebugComponent(this)); //Level Menu LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(), new MainMenuScreen()); //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new BackgroundScreen(), new MainMenuScreen() // , new LabScreen()); //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen()); #else //graphics.IsFullScreen = true; LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen()); #endif }
public void DrawBloom(Camera2D camera, BloomComponent bloom, bool isBloom) { _background.Draw(false, Camera.Pos); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); _spaceManager.Draw(_spriteBatch, Camera.Pos, Camera.Zoom); _spriteBatch.End(); // Draw particles in different spritebatch. Otherwise they look absolutely awful. _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Additive, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); _particleManager.Draw(camera); _spriteBatch.End(); _spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.GetTransformation(_spriteBatch.GraphicsDevice)); foreach (var s in _spaceViewModel.Structures) { switch (s.StructureType) { default: s.Draw(camera); break; } } _floatyAreaObjectManager.Draw(_spriteBatch, camera); _projectileManager.Draw(camera); _clientShipManager.Draw(camera); _drawShipNames(); _spriteBatch.End(); }
public NeonShooterGame() { Instance = this; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); bloom.Visible = false; }
/// <summary> /// Loads graphics content for this screen. The background texture is quite /// big, so we use our own local ContentManager to load it. This allows us /// to unload before going from the menus into the game itself, wheras if we /// used the shared ContentManager provided by the Game class, the content /// would remain loaded forever. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); bloom.Settings = BloomSettings.PresetSettings[bloomSettingsIndex]; backgroundTexture = content.Load<Texture2D>("Logo"); } }
public GameRoot() { Instance = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); }
private void OnEngineStart(object sender, System.EventArgs e) { this._timeRuler = new TimeRuler(this) { Visible = true, ShowLog = true }; this.Components.Add(this._timeRuler); #if XNA this._bloomComponent = new BloomComponent(this); this.Components.Add(this._bloomComponent); #endif }
public GameplayScreen(Game game, GameStateManager manager) : base(game, manager) { Players = new List <Player>(); // Timer _timer = new Timer(Game); // Bloom effect _bloom = new BloomComponent(this.Game); Components.Add(_bloom); }
public myFirstXNAGame() { // Create the new graphics device manager graphics = new GraphicsDeviceManager(this); // Set the root directory of the content. Content.RootDirectory = "Content"; // Set the screen size graphics.PreferredBackBufferHeight = 480; graphics.PreferredBackBufferWidth = 640; // Set the window size windowSize = new Point(640, 480); bloom = new BloomComponent(this); Components.Add(bloom); }
public Terrain2D(DwarfGame game) { Bloom = new BloomComponent(game) { Settings = BloomSettings.PresetSettings[0] }; CaveScale = 0.08f; HeightScale = 0.01f; CaveThreshold = 0.5f; LavaHeight = 0.6f; TileSize = 64; Noise = new Perlin(new Random().Next()); Bloom.Initialize(); CreateAssets(); }
/// <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() { SystemCore.InitialiseGameSystems(); postProcessComponent = new BloomComponent(this); postProcessComponent.Settings = new BloomSettings(null, 0.5f, 0.5f, 0.5f, 1, 1, 1); postProcessComponent.DrawOrder = 1000; if (enableBloom) { this.Components.Add(postProcessComponent); } base.Initialize(); }
/// <summary> /// Initializes the RenderManager /// </summary> public void init(GraphicsDevice graphicsDevice) { this.GraphicsDevice = graphicsDevice; if (graphicsDevice != null) { bloomComponent = new BloomComponent(graphicsDevice, GameManager.Instance.Content); bloomComponent.loadContent(); bloomLightComponent = new BloomComponent(graphicsDevice, GameManager.Instance.Content); bloomLightComponent.loadContent(); this.spriteBatch = new SpriteBatch(this.GraphicsDevice); lightEffect = GameManager.Resources.Content.Load <Effect>("light.mgfx"); } }
public GameRoot() { Instance = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; bloom = new BloomComponent(this); Components.Add(bloom); //bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); // Name Thresh Blur Bloom Base BloomSat BaseSat //bloom.Settings = new BloomSettings("Custom", 0.25f, 0.75f, 3f, 1f, 1f, 0.5f); bloom.Settings = BloomSettings.PresetSettings[7]; }
private void Awake() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); // Set fullscreen graphics.PreferredBackBufferWidth = SCREEN_WIDTH; graphics.PreferredBackBufferHeight = SCREEN_HEIGHT; graphics.MinimumPixelShaderProfile = ShaderProfile.PS_3_0; //graphics.PreferMultiSampling = true; graphics.IsFullScreen = false; bloom = new BloomComponent(this); Components.Add(bloom); }
/// <summary> /// Adds game-components. /// </summary> private void AddComponents() { this.Components.Add(new InputManager(this)); this.Components.Add(new AssetManager(this)); #if XNA this.Components.Add(new Sky(this)); #endif this.Components.Add(new Fogger(this)); var chunkStorage = new ChunkStorage(this); this.Components.Add(chunkStorage); var vertexBuilder = new VertexBuilder(this); this.Components.Add(vertexBuilder); var chunkCache = new ChunkCache(this); this.Components.Add(chunkCache); var world = new World(this, chunkStorage, chunkCache); this.Components.Add(world); this.Components.Add(new Player(this, world)); #if XNA bloom = new BloomComponent(this); this.Components.Add(bloom); #endif this.Components.Add(new Camera(this)); this.Components.Add(new UserInterface(this)); this.Components.Add(new InGameDebugger(this)); this.Components.Add(new Statistics(this)); this.Components.Add(new GraphManager(this)); #if XNA this.Components.Add(new AudioManager(this)); #endif this._timeRuler = new TimeRuler(this); this._timeRuler.Visible = true; this._timeRuler.ShowLog = true; this.Components.Add(this._timeRuler); }
public NeonShooterGame() { Instance = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); #if WINDOWS_PHONE TargetElapsedTime = TimeSpan.FromTicks(333333); #endif }
public Game1() : base() { windowRes = new Rectangle( 0, 0, 960, 544); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content/"; graphics.PreferredBackBufferWidth = windowRes.Width; graphics.PreferredBackBufferHeight = windowRes.Height; IsFixedTimeStep = false; bloomShader = new BloomComponent(this); Components.Add(bloomShader); bloomShader.Settings = new BloomSettings(null, 0.25f, 1.25f, 2.6f, 2f, 2.5f, 1f); }
public MainManager(BloomComponent bloom, TextDrawingService textDrawingService, Game game, IGameStateManager gameStateManager, GraphicsDeviceManager graphics, MainNetworkingManager mainNetworkingManager) { _textDrawingService = textDrawingService; _game = game; _gameStateManager = gameStateManager; _graphics = graphics; _mainNetworkingManager = mainNetworkingManager; _drawsPerSecondCounter = new OPSCounter(5); _updatesPerSecondCounter = new OPSCounter(5); }
/// <summary> /// Initialize the game, after the ScreenManager is set, but not every time /// the graphics are reloaded. /// </summary> public void Initialize() { // create and add the bloom effect bloomComponent = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloomComponent); // do not automatically draw the bloom component bloomComponent.Visible = false; // create the world world = new World(new Vector2(ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height)); // retrieve the audio manager audio = (AudioManager)ScreenManager.Game.Services.GetService( typeof(AudioManager)); world.AudioManager = audio; // start up the music audio.PlayMusic("gameMusic"); // start up the game world.StartNewGame(); gameOver = false; }
public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); tex = content.Load<Texture2D>("DeadScreen/redDeathScreen"); UI = new ChoiceDisplay(null, null, null, null, null, null, null, null, content); UI.setSub = "Press A to respawn."; ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); cam2D = new Cam2d(ScreenManager.GraphicsDevice); // cam2D.MoveCamera(new Vector2(1024 / 2, 768 / 2)); playerSpwan = content.Load<Texture2D>("redPlayer"); blueWall = content.Load<Texture2D>("Walls/blueWallMedium"); // set cam track // don't need to for the moment // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); /* * Welcome, Blue, Pink, iniProgress, progressLoadedSFX, Questions, One, Two, Three, Opo, System, entryPoint; * */ WelcomeSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Welcome_UK_WAV"); BlueSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_BlueSquare_UK_WAV"); PinkSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_PinkSquare_UK_WAV"); QuestionsSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Questions_UK_WAV"); progressLoadedSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_ProgessLoaded_WAV"); iniProgressSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Progress_Tracker_WAV"); OneSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_One_WAV"); TwoSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Two_WAV"); ThreeSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_Three_WAV"); OpoSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_You_are_opo_UK_WAV"); SystemSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_System_UK_WAV"); EntryPointSFX = content.Load<SoundEffect>("Audio/SoundFX/Vivi_Tut/Vivi_EntryPoint_WAV"); WelcomeSFXInstance = WelcomeSFX.CreateInstance(); BlueSFXInstance = BlueSFX.CreateInstance(); PinkSFXInstance = PinkSFX.CreateInstance(); QuestionsSFXInstance = QuestionsSFX.CreateInstance(); iniProgressSFXInstance = iniProgressSFX.CreateInstance(); progressLoadedSFXInstance = progressLoadedSFX.CreateInstance(); OneSFXInstance = OneSFX.CreateInstance(); TwoSFXInstance = TwoSFX.CreateInstance(); ThreeSFXInstance = ThreeSFX.CreateInstance(); OpoSFXInstance = OpoSFX.CreateInstance(); SystemSFXInstance = SystemSFX.CreateInstance(); EntryPointSFXInstance = EntryPointSFX.CreateInstance(); UI = new ChoiceDisplay(content.Load<Texture2D>("a-Button"), content.Load<Texture2D>("b-Button"), content.Load<Texture2D>("x-Button"), null, "No, Let's go!.", "Who am I?", "Where am I?!", null, content); UI.Acitve = false; cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); playerBody.getSetLaserStatus = false; playerBody.getSetDrawScore = false; playerBody.getSetChoicePoint = false; int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); Art.Load(content); gameFont = content.Load<SpriteFont>("gamefont"); ParticleManager = new ParticleManager<ParticleState>(1024 * 20, ParticleState.UpdateParticle); particleArt = content.Load<Texture2D>("Laser"); const int maxGridPoints = 1600; Vector2 gridSpacing = new Vector2((float)Math.Sqrt(1024 * 768 / maxGridPoints)); Rectangle posAndSize = new Rectangle(-75, -20, 1140, 640 ); // Grid = new Grid(this.ScreenManager.GraphicsDevice.Viewport.Bounds, gridSpacing); Grid = new Grid(posAndSize, gridSpacing); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); area = new Area(content.Load<Texture2D>("pinkArea"),new Vector2(500,500),0f,world); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 100), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(100, 80), world)); Pickupables.Add(new Pickupable(content.Load<Texture2D>("Squares/pinkSquare"), new Vector2(120, 100), world)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(500, 300), world, content, 20)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(600, 350), world, content, 25)); Drones[0].Stationary = true; int space = 0; for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); ParticleManager = new ParticleManager<ParticleState>(1024 * 20, ParticleState.UpdateParticle); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); playerBody.setPostion = new Vector2(-940, -450); // for some reason we have to offet on the X by -120 px. This just get the level bounds to aling with world objects. // I think it's to do with the scale factor when it's turned into a poly. Maybe? :( LevelArena.Add(new Arena(content.Load<Texture2D>("Levels/Delta"), new Vector2(-120f / 64f, 0f), world)); // LEVEL CREATION MUHAHAHAAHAHAH { string line = string.Empty; string [] vals; using (StreamReader sr = new StreamReader("Content/Levels/deltaLevel.txt")) { while ((line = sr.ReadLine()) != null) { vals = line.Split(','); if (vals[0].Equals("greenMine")) { Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2((float)Convert.ToInt32(vals[1]), (float)Convert.ToInt32(vals[2])), world)); } else if(vals[0].Equals("FixedDrone")) { } } } } // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); // drones - can only have two without performance issues { Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(100, 500), world, content, 10)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(200, 150), world, content, 9)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(300, 200), world, content, 12)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(400, 250), world, content, 14)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(500, 300), world, content, 20)); Drones.Add(new SeekerDrone(content.Load<Texture2D>("testArrow"), new Vector2(600, 350), world, content, 25)); Drones[0].Stationary = true; Drones[5].Stationary = true; } { Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(0, 50), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(400, 50), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(240, 350), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(300, 400), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(300, 550), world)); } int space = 0; int i = 0; for (; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45 ), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); Song = content.Load<Song>("Audio/Soundtrack/Mr_Spastic_-_b3ta_B1t3r"); if (MediaPlayer.State != MediaState.Paused) { MediaPlayer.Volume = 0.75f; MediaPlayer.Play(Song); MediaPlayer.IsRepeating = true; } else { MediaPlayer.Resume(); } bloom = new BloomComponent(ScreenManager.Game); for (int k = 0; k < ScreenManager.Game.Components.Count; ++k) { if(ScreenManager.Game.Components[k].Equals(bloom)) { ScreenManager.Game.Components.RemoveAt(k); } } // ScreenManager.Game.Components.Add(bloom); playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world,content); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); // neon whip wheel { // instantiate the cirlce body circleBody = BodyFactory.CreateCircle(world, 20.0f / 64, 1f, new Vector2(1000f / 64f, 1000f / 64f)); circleBody.BodyType = BodyType.Static; circleBody.CollisionCategories = Category.Cat2; circleBody.BodyId = 11; circleTex = content.Load<Texture2D>("orangeCircle"); // fix the circle to the world FixedRevoluteJoint fixedJoint = new FixedRevoluteJoint(circleBody, Vector2.Zero, circleBody.Position); world.AddJoint(fixedJoint); // create the whips Whips.Add(new Whip(content.Load<Texture2D>("orangeChianLinkSmall"), new Vector2(1000, 1000), new Vector2(1350, 1000f), world)); Whips.Add(new Whip(content.Load<Texture2D>("orangeChianLinkSmall"), new Vector2(1000, 1000), new Vector2(650, 1000), world)); // Whips.Add(new Whip(content.Load<Texture2D>("orangeChianLinkSmall"), new Vector2(1000, 1000), new Vector2(1000, 1350), world)); for (int k = 0; k < Whips.Count; k++) { world.AddJoint(new FixedRevoluteJoint(Whips[k].chainLinks[k], Vector2.Zero, circleBody.Position)); } } // add badies { Badies.Add(new Bady(content.Load<Texture2D>("Badies/orangeBady"), new Vector2(-1, -2), 15, true, 180f, content, world)); Badies.Add(new Bady(content.Load<Texture2D>("Badies/pinkBady"), new Vector2(-3, 0.5f), 8, false, 90f, content, world)); } // add some squares and some walls { int space = 0; for (int i = 0; i < 10; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space, 100), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space + 50, 200), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space, 300), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space + 50, 400), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space, 500), world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space , 100), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space, 300), world)); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(space , 500), world)); // extra wall Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space + 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 10, 0), true, world)); // Ninja gate { ninjaGate = new Shape(content.Load<Texture2D>("NinjaWeapons/blueNinjaWheel"),new Vector2((space - 5), 600f),false,false,world); Shapes.Add(ninjaGate); Shapes[0].shapeBody.AngularVelocity = 10f; // Shapes.Add(new Shape(content.Load<Texture2D>("NinjaWeapons/blueNinjaWheel"),new Vector2((space - 5), 600f),false,world)); world.AddJoint(new FixedRevoluteJoint(Shapes[0].shapeBody, Vector2.Zero, Shapes[0].shapeBody.Position)); } } //add collectables { Collectables.Add(new Collectable(content.Load<Texture2D>("redStar"), new Vector2(0, 25), world)); Collectables.Add(new Collectable(content.Load<Texture2D>("redStar"), new Vector2(900, 25), world)); Collectables.Add(new Collectable(content.Load<Texture2D>("redStar"), new Vector2(900, 625), world)); } // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); gameFont = content.Load<SpriteFont>("gamefont"); bloom = new BloomComponent(ScreenManager.Game); ScreenManager.Game.Components.Add(bloom); cam2D = new Cam2d(ScreenManager.GraphicsDevice); reticle = content.Load<Texture2D>("redReticle"); /// player playerBody = new PlayerBody(content.Load<Texture2D>("redPlayer"), world, content); playerBody.setPostion = new Vector2(900, 100); Squares.Add(new Square(content.Load<Texture2D>("Squares/greenSquare"), new Vector2(-28, 200 ), world)); //spinning wheel. { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-5, 250), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-5, 350), false, world)); // filler Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(205, 360), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(205, 250), false, world)); // filler Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(205, 240), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(205, 350), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(160, 190), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(160, 410), true, world)); spinningWheel = new Shape(content.Load<Texture2D>("Shapes/orangeSpinningWheel"), new Vector2(100, 300), true,false, world); FixedRevoluteJoint fixedJoint = new FixedRevoluteJoint(spinningWheel.shapeBody, Vector2.Zero, spinningWheel.shapeBody.Position); world.AddJoint(fixedJoint); } int space = 0; int k = 260; for (; k < 1000; k += 100) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(k, 190), true, world)); } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(k - 65, 190), true, world)); for (int i = 0; i < 11; i++) { Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 0), true, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(space - 5, 600), true, world)); if (i <= 5) { //vertical walls Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(-50, space + 50), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, space + 50), false, world)); } space += 100; } Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 45), false, world)); Walls.Add(new Wall(content.Load<Texture2D>("Walls/blueWallMedium"), new Vector2(1050, 555), false, world)); // set cam track cam2D.TrackingBody = playerBody.playerBody; cam2D.EnableTracking = true; // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } base.Activate(instancePreserved); }