public MyGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _keyboardManager = new KeyboardManager(this); _mouseManager = new MouseManager(this); }
public LogicGraph() { graphicsDeviceManager = new GraphicsDeviceManager(this); sm = new ScreenManager(this); MouseHelper = new MouseHelper(this); Content.RootDirectory = "Content"; }
public ShaderCompilerGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _data = new ShaderData(); _builder = new ShaderBuilder(_data); }
public SharpDXRenderProvider() { GraphicsDeviceManager = new GraphicsDeviceManager(this); //no vsync GraphicsDeviceManager.SynchronizeWithVerticalRetrace = false; }
protected override void VirtualConstructor(GraphicsDeviceManager gdm) { gdm.PreferMultiSampling = true; gdm.PreferredBackBufferWidth = 1280; gdm.PreferredBackBufferHeight = 800; //gdm.SynchronizeWithVerticalRetrace = true; //IsFixedTimeStep = true; }
public Main() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; audioManager = new AudioManager(this); mouseManager = new MouseManager(this); keyboardManager = new KeyboardManager(this); IsMouseVisible = true; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; WindowCreated += WindowShown; GameStateChanged += NewGameState; content = Content; try { XmlDocument read = new XmlDocument(); read.Load("Settings.xml"); try { muted = bool.Parse(read.SelectSingleNode("/Settings/Muted").InnerText); vol = (muted) ? 0 : .025f; } catch { Console.WriteLine("Muted value is invalid; setting to false."); read.SelectSingleNode("/Settings/Muted").InnerText = "false"; vol = .25f; } try { fullscreen = bool.Parse(read.SelectSingleNode("/Settings/Fullscreen").InnerText); graphics.IsFullScreen = fullscreen; } catch { Console.WriteLine("Fullscreen value is invalid; setting to false."); read.SelectSingleNode("/Settings/Fullscreen").InnerText = "false"; graphics.IsFullScreen = false; } read.Save("Settings.xml"); } catch { Console.WriteLine("Could not load settings file; most likely the file doesn't exist."); Console.WriteLine("Generating settings file and setting all options to default."); XmlDocument settings = new XmlDocument(); XmlNode rootNode = settings.CreateElement("Settings"); settings.AppendChild(rootNode); XmlNode userNode = settings.CreateElement("Muted"); userNode.InnerText = "false"; rootNode.AppendChild(userNode); userNode = settings.CreateElement("Fullscreen"); userNode.InnerText = "false"; rootNode.AppendChild(userNode); settings.Save("Settings.xml"); } }
public MyGame() : base() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; keyboardManager = new KeyboardManager(this); graphics.PreferredBackBufferWidth = 320; graphics.PreferredBackBufferHeight = 240; }
public Game1() { Graphics = new GraphicsDeviceManager(this); Graphics.PreferredBackBufferWidth = 1024; Graphics.PreferredBackBufferHeight = 768; Graphics.PreferMultiSampling = true; Content.RootDirectory = "Content"; }
/// <summary> /// Initializes a new instance of the <see cref="HelloWorldGame" /> class. /// </summary> public HelloWorldGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
/// <summary> /// Initializes a new instance of the <see cref="CustomEffectGame" /> class. /// </summary> public CustomEffectGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); graphicsDeviceManager.PreferredDepthStencilFormat = DepthFormat.None; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
public CanvasEngine(CanvasProgram program) { this.program = program; var graphicsDeviceManager = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 1280, PreferredBackBufferHeight = 720, DeviceCreationFlags = SharpDX.Direct3D11.DeviceCreationFlags.Debug }; }
public VisionQuestGame(SharedData data) { _data = data; _graphicsDeviceManager = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = _data.Size.Width, PreferredBackBufferHeight = _data.Size.Height }; Content.RootDirectory = "Content"; }
public MazeEngine(RenderControl target) { _graphicsDeviceManager = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = target.Width, PreferredBackBufferHeight = target.Height }; _target = target; }
/// <summary> /// Initializes a new instance of the <see cref="Project1Game" /> class. /// </summary> public Project1Game() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; keyboardManager = new KeyboardManager(this); mouseManager = new MouseManager(this); }
public AdnRenderer() { // Mandatory: Creates a graphics manager. _graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; _models = new List<DxMesh>(); }
/// <summary> /// Initializes a new instance of the <see cref="ModelRenderingGame" /> class. /// </summary> public ModelRenderingGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); graphicsDeviceManager.PreferredGraphicsProfile = new FeatureLevel[] { FeatureLevel.Level_9_1, }; pointer = new PointerManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
private List<Sprite> spriteList = new List<Sprite>(); //the buildASprite method will fill this up with sprites #endregion Fields #region Constructors public purpleplatypusClient() { myGraphicsDeviceManager = new GraphicsDeviceManager(this); Device.RegisterDevice(UsagePage.Generic, UsageId.GenericKeyboard, DeviceFlags.None); Device.KeyboardInput += (sender, args) => keyboardEvent(args); Device.RegisterDevice(UsagePage.Generic, UsageId.GenericMouse, DeviceFlags.None); Device.MouseInput += (sender, args) => mouseEvent(args); this.Window.AllowUserResizing = true; }
/// <summary> /// Initializes a new instance of the <see cref="DxExempel2" /> class. /// </summary> public DxExempel2() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Initialize input keyboard system keyboard = new KeyboardManager(this); }
/// <summary> /// Initializes a new instance of the <see cref="OcclusionQueryGame" /> class. /// </summary> public OcclusionQueryGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Initialize input mouse system mouse = new MouseManager(this); }
public GameApp() { _deviceManager = new GraphicsDeviceManager(this); screenWidth = 1280; screenHeight = 720; _deviceManager.PreferredBackBufferWidth = ScreenWidth; _deviceManager.PreferredBackBufferHeight = ScreenHeight; Content.RootDirectory = "Content"; sw = new Stopwatch(); }
/// <summary> /// Construct any component instances here. /// </summary> public MyGame() { // GraphicsDeviceManager is mandatory for a game to run _graphicsDeviceManager = new GraphicsDeviceManager(this); // initialize the scene renderer system _sceneRenderer = new SceneRenderer(this); // initialize the camera provider, it will register the camera service also _cameraProvider = new CameraProvider(this); // Set the content root directory relative to current executable's folder Content.RootDirectory = "Content"; }
private ViewportF _currentViewport; // the current viewport of the 3D swap chain public ForegroundSwapChainGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _graphicsDeviceManager.DeviceCreationFlags |= SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport; // we will create and destroy the foreground swap chain in these event handlers _graphicsDeviceManager.DeviceChangeBegin += HandleDeviceChangeBegin; _graphicsDeviceManager.DeviceChangeEnd += HandleDeviceChangeEnd; // initialize the keyboard manager _keyboardManager = new KeyboardManager(this); Content.RootDirectory = "Content"; }
public Platformer() { graphicsDeviceManager = new GraphicsDeviceManager(this); graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; windowHeight = App.RootFrame.RenderSize.Width; windowWidth = App.RootFrame.RenderSize.Height; TouchPanel.EnabledGestures = GestureType.Flick; graphicsDeviceManager.SupportedOrientations = DisplayOrientation.LandscapeRight; Content.RootDirectory = "Content"; }
/// <summary> /// Hlavní konstruktor. /// </summary> public GlibWindow() { gdm = new GraphicsDeviceManager(this); fpsClock = new Stopwatch(); keyboard = new Keyboard(this); mouse = new Mouse(this); IsFixedTimeStep = false; gdm.SynchronizeWithVerticalRetrace = false; Content.RootDirectory = "Content"; VirtualConstructor(gdm); }
/// <summary> /// Initializes a new instance of the <see cref="Project2Game" /> class. /// </summary> public Project2Game(LevelSelection levelSelection) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; this.levelSelection = levelSelection; models = new Dictionary<string, Model>(); Score = 0; this.IsFixedTimeStep = !PersistentStateManager.dynamicTimestep; // note the NOT }
/// <summary> /// Initializes a new instance of the <see cref="Project2Game" /> class. /// </summary> public Project2Game(MainPage main) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); this.main = main; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; models = new Stack<GameModel>(3); // Creates a keyboard manager input = new GameInput(); // Initialise event handling. input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; }
/// <summary> /// Initializes a new instance of the <see cref="CustomEffectGame" /> class. /// </summary> public CustomEffectGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); graphicsDeviceManager.PreferredDepthStencilFormat = DepthFormat.None; // Add dynamic EffectCompilerSystem, only active on desktop and compiled in debug mode. // While the program is running, you can edit the shader and save a new version // The EffectCompilerSystem will recompile dynamically the effect without having to // reload/recompile the whole application. GameSystems.Add(new EffectCompilerSystem(this)); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
public LarvGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _graphicsDeviceManager.DeviceCreationFlags = DeviceCreationFlags.Debug; _graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; #if false var screen = Screen.AllScreens.First(_ => !_.Primary); _graphicsDeviceManager.IsFullScreen = true; _graphicsDeviceManager.PreferredBackBufferWidth = screen.Bounds.Width; _graphicsDeviceManager.PreferredBackBufferHeight = screen.Bounds.Height; #else _graphicsDeviceManager.PreferredBackBufferWidth = 1920; _graphicsDeviceManager.PreferredBackBufferHeight = 1080; #endif Content.RootDirectory = "Content"; }
/// <summary> /// Initializes a new instance of the <see cref="SpriteBatchAndFontGame" /> class. /// </summary> public SpriteBatchAndFontGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Force no vsync and use real timestep to print actual FPS graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Variable used for FPS fpsClock = new Stopwatch(); fpsText = string.Empty; }
/// <summary> /// Initializes a new instance of the <see cref="SpriteBatchAndFontGame" /> class. /// </summary> public KeyboardInputGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Create the keyboard manager keyboarManager = new KeyboardManager(this); // Force no vsync and use real timestep to print actual FPS graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; IsMouseVisible = true; }