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); }
public Chess() { Content.RootDirectory = "Content"; new GraphicsDeviceManager(this); m_inputManager = InputManagerFactory.GetInputManager(this); Components.Add(m_inputManager); m_audioManager = AudioManagerFactory.GetAudioManager(this); Components.Add(m_audioManager); m_resourceManager = ResourceManagerFactory.GetResourceManager(this); Components.Add(m_resourceManager); m_graphicsManager = GraphicsManagerFactory.GetGraphicsManager(this); Components.Add(m_graphicsManager); m_gameStateManager = GameStateManagerFactory.GetGameStateManager(this); Components.Add(m_gameStateManager); }