public Form1()
        {
            _fastLoop = new FastLoop(GameLoop);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            // Initialize DevIL
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);

            // Load textures
            _textureManager.LoadTexture("font", "font.tga");

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState     = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }

            // Initialize states
            _system.AddState("graph_state", new WaveformGraphState());
            _system.AddState("special_effect_state", new SpecialEffectState(_textureManager));
            _system.AddState("swirl_effect_state", new SwirlEffectState(_textureManager));
            _system.AddState("bounce_state", new CharacterBounceState(_textureManager));
            _system.ChangeState("bounce_state");
        }
Beispiel #2
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        public Form1()
        {
            _fastLoop = new FastLoop(GameLoop);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            // Initialize DevIL
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);

            // Load textures
            _textureManager.LoadTexture("font", "font.tga");

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }

            // Initialize states
            _system.AddState("graph_state", new WaveformGraphState());
            _system.AddState("special_effect_state", new SpecialEffectState(_textureManager));
            _system.AddState("swirl_effect_state", new SwirlEffectState(_textureManager));
            _system.AddState("bounce_state", new CharacterBounceState(_textureManager));
            _system.ChangeState("bounce_state");
        }