Example #1
0
        // the constructor creates a new PrimitiveBatch and sets up all of the internals
        // that PrimitiveBatch will need.
        public PrimitiveBatch(XNA2DCamera camera, GraphicsDevice graphicsDevice)
        {
            mCamera = camera;
            if (graphicsDevice == null)
            {
                throw new ArgumentNullException("graphicsDevice");
            }
            device = graphicsDevice;

            // create a vertex declaration, which tells the graphics card what kind of
            // data to expect during a draw call. We're drawing using
            // VertexPositionColors, so we'll use those vertex elements.
            vertexDeclaration = new VertexDeclaration(graphicsDevice,
                VertexPositionColor.VertexElements);

            // set up a new basic effect, and enable vertex colors.
            basicEffect = new BasicEffect(graphicsDevice, null);
            basicEffect.VertexColorEnabled = true;

            // projection uses CreateOrthographicOffCenter to create 2d projection
            // matrix with 0,0 in the upper left.
            basicEffect.Projection = Matrix.CreateOrthographicOffCenter
                (0, graphicsDevice.Viewport.Width,
                graphicsDevice.Viewport.Height, 0,
                0, 1);
        }
Example #2
0
        /// <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()
        {
            // TODO: Add your initialization logic here
            base.Initialize();

            mCamera = new XNA2DCamera(graphics.GraphicsDevice);
            mGameWorld = new GameWorldCore(graphics, mContent, this);
            mGameMouse = new GameMouse(graphics, mContent);
        }