/// <summary> /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { SpriteDrawer.Initialize(graphics.GraphicsDevice); InventoryManager.ResetValues(); AchievementManager.ResetValues(); EntityManager.Initialize(); base.Initialize(); _currentState = new PlayState(_camera); _currentState.Create(); _fpsLabel.Initialize(); }
private void Window_Initialized(object sender, EventArgs e) { MainPlayer.Initialize(); float aspectRatio = (float)view1.Width / (float)view1.Height; Camera.CurrentBehavior = Behavior.Spectator; //Camera.Perspective((float)Math.PI / 4.0f, aspectRatio, 1.0f, 1000000.0f); Camera.Perspective((float)Math.PI / 4.0f, aspectRatio, 1.0f, 4000.0f); Camera.Position = new Vector3(0, 0, 0); Camera.Velocity = new Vector3(40.0f, 40.0f, 40.0f); Camera.RotationSpeed = 0.25f; WorldTime.Speed = 0; //compile shaders List <BaseGameObject> shaders = WorldData.GetObjectsByType(typeof(Shader)); foreach (Shader s in shaders) { s.Recompile(); } SpriteDrawer.Initialize(); DeferredRenderer.Initialize((int)view1.Width, (int)view1.Height); DeferredRenderer.RenderHeight = (int)view1.Height; DeferredRenderer.RenderWidth = (int)view1.Width; SkyDome.Initialize(); Rendering.Grid.Initialize(); view1.OnRenderView += new EventHandler(view1_OnRender); view1.D3DScene = new CellViewer((int)view1.Width, (int)view1.Height); view1.OnRenderView += new EventHandler(view1_OnRender); this.WindowState = System.Windows.WindowState.Maximized; GameData.LoadGameData(); PhysicsEngine.Initialize(); ScriptManager.Initialize(); }
/// <summary> /// /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { #if OPENGL InitGraphics(); #endif _camera = new Camera(); SpriteDrawer.Initialize(graphics.GraphicsDevice); GlobalState.ResetValues(); EntityManager.Initialize(); base.Initialize(); SetState(GameState.TitleScreen); _fpsLabel = new UILabel(new Vector2(0, GameConstants.HEADER_HEIGHT), false, "", Color.LightBlue); GlobalState.darkness.SetCamera(_camera); }
protected override void Initialize() { //GameWorld.Initialize(this.Window, GraphicsDeviceManager.ScreenWidth, GraphicsDeviceManager.ScreenHeight); //GameWorld.DeSerializeWorld(@"..\..\Content\export\World\physicsTest.world"); PlayerInput.Initialize(); float aspectRatio = (float)GraphicsDeviceManager.ScreenWidth / (float)GraphicsDeviceManager.ScreenHeight; Camera.CurrentBehavior = Behavior.Spectator; Camera.Perspective((float)Math.PI / 4.0f, aspectRatio, 1.0f, 1000000.0f); Camera.Position = new Vector3(0.0f, 10.0f, 0.0f); Camera.Velocity = new Vector3(40.0f, 40.0f, 40.0f); KeyboardInput.CreateDevice(this.Window); MouseInput.CreateDevice(this.Window); PrintText.Initialize(); EffectManager.Initialize(); SpriteDrawer.Initialize(); DeferredRenderer.Initialize(GraphicsDeviceManager.ScreenWidth, GraphicsDeviceManager.ScreenHeight); SkyDome.Initialize(); PhysicsEngine.Initialize(); }