public void Dispose() { // Reset all of the UI and GameSystems GameSystems.Shutdown(); UiSystems.DisposeAll(); Tig.Shutdown(); }
public List <ScraperData> GetGameInformation(FileInfo romFile, GameSystems system, string romTitle = null) { string MD5 = GetMd5Hash(romFile.FullName); string SHA1 = GetSHA1(romFile.FullName); return(GetGameInformation(MD5, SHA1, romFile.Name, system, romTitle)); }
/// <summary>Called after the Game and GraphicsDevice are created, but before LoadContent. Reference page contains code sample.</summary> protected virtual void Initialize() { // Setup the graphics device if it was not already setup. SetupGraphicsDeviceEvents(); GameSystems.Initialize(); }
private void Start() { towerMenu = GameObject.Find("TowerManager").GetComponent <TowerMenu>(); gameSystems = GameObject.Find("GameManager").GetComponent <GameSystems>(); canvas = GameObject.Find("Canvas").GetComponent <Transform>(); towerMenu.buttonList.Add(gameObject); gameObject.GetComponent <Button>().onClick.AddListener(TowerMenuSwitch); }
protected override void Initialize() { base.Initialize(); //now we probably are capable of detecting the gpu/cpu/etc so we confirm rendering settings if (AutoLoadDefaultSettings) { ConfirmRenderingSettings(); } // --------------------------------------------------------- // Add common GameSystems - Adding order is important // (Unless overriden by gameSystem.UpdateOrder) // --------------------------------------------------------- // Add the input manager Input = InputManagerFactory.NewInputManager(Services, Context); GameSystems.Add(Input); // Add the scheduler system // - Must be after Input, so that scripts are able to get latest input // - Must be before Entities/Camera/Audio/UI, so that scripts can apply // changes in the same frame they will be applied GameSystems.Add(Script); // Add the Audio System GameSystems.Add(Audio); // Add the Font system GameSystems.Add(gameFontSystem); //Add the sprite animation System GameSystems.Add(SpriteAnimation); GameSystems.Add(ProfilerSystem); EffectSystem = new EffectSystem(Services); // If requested in game settings, compile effects remotely and/or notify new shader requests if (Settings != null) { EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(EffectSystem, Settings.PackageId, Settings.EffectCompilation, Settings.RecordUsedEffects); } GameSystems.Add(EffectSystem); GameSystems.Add(SceneSystem); // TODO: data-driven? Content.Serializer.RegisterSerializer(new ImageSerializer()); Content.Serializer.RegisterSerializer(new SoundEffectSerializer(Audio.AudioEngine)); Content.Serializer.RegisterSerializer(new SoundMusicSerializer(Audio.AudioEngine)); // enable multi-touch by default Input.MultiTouchEnabled = true; OnGameStarted(this); }
protected override void Initialize() { // --------------------------------------------------------- // Add common GameSystems - Adding order is important // (Unless overriden by gameSystem.UpdateOrder) // --------------------------------------------------------- // Add the input manager // Add it first so that it can obtained by the UI system Input = new InputManager(Services); Services.AddService(Input); GameSystems.Add(Input); // Initialize the systems base.Initialize(); // Add the scheduler system // - Must be after Input, so that scripts are able to get latest input // - Must be before Entities/Camera/Audio/UI, so that scripts can apply // changes in the same frame they will be applied GameSystems.Add(Script); // Add the Font system GameSystems.Add(gameFontSystem); //Add the sprite animation System GameSystems.Add(SpriteAnimation); GameSystems.Add(DebugTextSystem); GameSystems.Add(ProfilingSystem); EffectSystem = new EffectSystem(Services); Services.AddService(EffectSystem); // If requested in game settings, compile effects remotely and/or notify new shader requests if (Settings != null) { EffectSystem.Compiler = EffectSystem.CreateEffectCompiler(EffectSystem, Settings.PackageId, Settings.EffectCompilation, Settings.RecordUsedEffects); } GameSystems.Add(EffectSystem); GameSystems.Add(Streaming); GameSystems.Add(SceneSystem); // Add the Audio System GameSystems.Add(Audio); // Add the VR System GameSystems.Add(VRDeviceSystem); // TODO: data-driven? Content.Serializer.RegisterSerializer(new ImageSerializer()); OnGameStarted(this); }
/// <summary> /// Initializes a new instance of the <see cref="Game"/> class. /// </summary> public Game() { // Register the logger backend before anything else logListener = GetLogListener(); if (logListener != null) { GlobalLogger.GlobalMessageLogged += logListener; } // Create and register all core services Input = new InputManager(Services); Script = new ScriptSystem(Services); SceneSystem = new SceneSystem(Services); Audio = new AudioSystem(Services); UI = new UISystem(Services); gameFontSystem = new GameFontSystem(Services); SpriteAnimation = new SpriteAnimationSystem(Services); ProfilerSystem = new GameProfilingSystem(Services); // --------------------------------------------------------- // Add common GameSystems - Adding order is important // (Unless overriden by gameSystem.UpdateOrder) // --------------------------------------------------------- // Add the input manager GameSystems.Add(Input); // Add the scheduler system // - Must be after Input, so that scripts are able to get latest input // - Must be before Entities/Camera/Audio/UI, so that scripts can apply // changes in the same frame they will be applied GameSystems.Add(Script); // Add the UI System GameSystems.Add(UI); // Add the Audio System GameSystems.Add(Audio); // Add the Font system GameSystems.Add(gameFontSystem); //Add the sprite animation System GameSystems.Add(SpriteAnimation); Asset.Serializer.LowLevelSerializerSelector = ParameterContainerExtensions.DefaultSceneSerializerSelector; // Creates the graphics device manager GraphicsDeviceManager = new GraphicsDeviceManager(this); GameSystems.Add(ProfilerSystem); AutoLoadDefaultSettings = true; }
protected override void Update(GameTime gameTime) { if (_isFirstUpdate) { GameSystems.Update(gameTime); // HACK: need to force a first update flag inside this instance even if its empty _gameEngine.InitialUpdate(); _isFirstUpdate = false; return; } // Don't call base.Update(gameTime); since this everything must be updated through _gameEngine _gameEngine.Update(); }
public PacmanGame() { Logger.NewMessageLogged += new Logger.LogAction(Logger_NewMessageLogged); Logger.Info("Logger initiated."); _graphics = new GraphicsDeviceManager(this); _graphics.PreferredBackBufferWidth = ScreenWidth; _graphics.PreferredBackBufferHeight = ScreenHeight; _screenManager = new PacmanScreenManager(this); GameSystems.Add(_screenManager); Content.RootDirectory = "Content"; }
static void Main(string[] args) { GameSystems.Initialize(new GameStartInfo() { WindowName = "WindowTestUnit", GameName = "WindowTestUnit", IconName = "", WindowSize = new Size <int>(1920, 1080) }); InitializeWindowEvent(); GameSystems.RunLoop(); }
static void Main(string[] args) { const int width = 1920; const int height = 1080; var adapters = GalEngine.Runtime.Graphics.GpuAdapter.EnumerateGraphicsAdapter(); GameSystems.Initialize(new GameStartInfo() { WindowName = "Bezier Render System", GameName = "Bezier Render System", IconName = null, WindowSize = new Size <int>(width, height), Adapter = adapters[1] }); BezierRender bezierRender = new BezierRender(GameSystems.GpuDevice); GameSystems.AddBehaviorSystem( new BezierFillSystem(bezierRender, new Rectangle <int>(0, 0, width, height))); /*GameSystems.AddBehaviorSystem( * new BezierDrawSystem(bezierRender, * new Rectangle<int>(0, 0, width, height)));*/ GameSystems.MainScene = new GameScene("Main"); Random random = new Random(0); Flower[] flowers = new Flower[500]; for (int i = 0; i < flowers.Length; i++) { flowers[i] = new Flower( new Position <float>(random.Next(0, width), random.Next(0, height)), random.Next(100, 200)); foreach (var leaf in flowers[i].Leaves) { GameSystems.MainScene.AddGameObject(leaf); } } GameSystems.RunLoop(); }
static void Main(string[] args) { GameSystems.Initialize(new GameStartInfo() { GameName = "GuiSystemTestUnit", WindowName = "GuiSystemTestUnit", IconName = "", WindowSize = new Size <int>(1920, 1080) }); var guiText = new GuiText("This is a test text!", new Font(20), new Color <float>(0, 0, 0, 1)); var guiButton = new GuiButton(); var guiInputText = new GuiInputText("input", 100, DefaultInputTextProperty.Background, DefaultInputTextProperty.Frontground, new Font(30)); //guiInputText.GetComponent<InputTextGuiComponent>().Content = "2333"; guiInputText.GetComponent <InputTextGuiComponent>().CursorLocation = 1; guiInputText.GetComponent <TransformGuiComponent>().Position = new Position <float>(100, 100); (guiButton.GetComponent <ButtonGuiComponent>().Shape as RectangleShape).Size = new Size <float>(80, 40); //guiButton.GetComponent<TransformGuiComponent>().Position = new Position<float>(100, 100); guiButton.GetComponent <LogicGuiComponent>().EventParts.Get(GuiComponentSupportEvent.MouseClick) .Solver += (x, y) => { var eventArg = y as GuiComponentMouseClickEvent; if (eventArg.IsDown && eventArg.Button == MouseButton.Left) { Console.WriteLine(1); } }; GameSystems.SystemScene.Root.AddChild(guiButton); //GameSystems.SystemScene.Root.AddChild(guiText); GameSystems.SystemScene.Root.AddChild(guiInputText); GameSystems.VisualGuiSystem.GuiRenderDebugProperty = new GuiRenderDebugProperty() { //ShapeProperty = new ShapeDebugProperty(2.0f, new Color<float>(1, 0, 0, 1)) }; GameSystems.RunLoop(); }
void PowerReceiver_RequiredInputChanged(GameSystems.Electricity.MyPowerReceiver receiver, float oldRequirement, float newRequirement) { UpdateDetailedInfo(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { _systems = new GameSystems(GraphicsDevice); var gameLoader = new GameLoader(Content, GraphicsDevice.Viewport); _world = gameLoader.LoadLevel(); }