Ejemplo n.º 1
0
        /// <summary>
        /// Initializes the game libraries.
        /// </summary>
        /// <param name="owner">Control (Form) that owns the game</param>
        public GameMain(Control owner)
        {
            // Create a Graphics instance
#if USE_GDI
            graphics = new GdiGraphics(owner);
#else
            graphics = new DirectXGraphics(owner);
#endif
            Debug.Assert(graphics != null,
                         "GameMain.GameMain: Failed to initialize Graphics object");

            // Create a Input instance
            gi = new Input(owner);
            Debug.Assert(gi != null,
                         "GameMain.GameMain: Failed to initialize Input object");

            // Register the hardware buttons
            gi.RegisterAllHardwareKeys();

            // Initialize the random number generator
            rnd = new Random();

            // Create a stopwatch instance for timing the frames
            sw = new Timer.Stopwatch();
            Debug.Assert(sw != null,
                         "GameMain.Run: Failed to initialize StopWatch");
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Update the splash screen.
        /// </summary>
        public void UpdateSplash()
        {
            // Calculate the upper-left corner of the splash screen image
            int x = (graphics.ScreenWidth - splash.Width) >> 1;
            int y = (graphics.ScreenHeight - splash.Height) >> 1;

            // The source region is the entire image
            src.X      = 0;
            src.Y      = 0;
            src.Width  = splash.Width;
            src.Height = splash.Height;

            // Draw the splash screen
            graphics.DrawBitmap(x, y, src, splash);

            // Flip the back buffers
            graphics.Flip();

            // Store the tick at which this frame started
            Timer.Stopwatch sw        = new Timer.Stopwatch();
            Int64           startTick = sw.CurrentTick();

            // Draw the splash screen
            graphics.DrawBitmap(x, y, src, splash);

            // Draw a "Loading" message as this might take a while
            graphics.DrawText(graphics.ScreenWidth >> 1,
                              graphics.ScreenHeight - 50,
                              "Loading...",
                              Color.White, ui.Font, FontDrawOptions.DrawTextCenter);

            // Flip the back buffers
            graphics.Flip();

            if (!introLoaded)
            {
                LoadIntro();
            }

            // delay if the splash screen hasn't been up long enough
            while (sw.DeltaTimeMilliseconds(sw.CurrentTick(), startTick)
                   < TotalSplashTime * 1000.0F)
            {
                Thread.Sleep(0);
            }

            mode = ModeSwitch.UpdateIntro;
        }