protected override void Initialize() { base.Initialize(); Window.Title = "NuclearWinter Sample"; Window.AllowUserResizing = true; IsMouseVisible = false; var inputManager = new InputManager(this); var drawingService = new BatchedDrawingService(this); // Game states; skipping intro state for debugging purposes .. var stateManager = new NamedGameStateManager(this); var windowService = new WindowsGameWindowService(this); windowService.MouseCursorService = new WinFormsMouseCursorService(this); //stateManager.States["Intro"] = new GameStateIntro(this, drawingService, stateManager, "Main"); stateManager.States["Main"] = new GameStateMainMenu(this, drawingService, inputManager, stateManager, windowService); stateManager.SwitchState(stateManager.States["Main"]); Components.Add(inputManager); Components.Add(stateManager); Components.Add(new DebugOverlayRenderer(this)); this.CenterOnScreen(); }
public GameStateIntro(NuclearSampleGame game, BatchedDrawingService drawingService, INamedStateManager stateService, string nextState) : base(drawingService) { Game = game; this.stateService = stateService; this.nextState = nextState; Content = new ContentManager(game.Services) { RootDirectory = "Content" }; }
public static UIManagerComponent Create(Game game, IInputManager inputManager, string rootDirectory = null) { rootDirectory = rootDirectory ?? "Content"; var drawingService = new BatchedDrawingService(game); var windowService = new GameWindowService(game); var cm = new ContentManager(game.Services) { RootDirectory = rootDirectory }; var uiManager = new UIManager(inputManager, drawingService, windowService, cm); uiManager.Start(); var component = new UIManagerComponent(game, uiManager) { UpdateOrder = 100000, DrawOrder = 100000 }; return(component); }