Example #1
0
        public GravWalker()
        {
            graphics = new GraphicsDeviceManager(this);

            IsMouseVisible = false;

            #if WINDOWS_PHONE || WINRT
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 768;
            graphics.IsFullScreen = true;
            #endif
            #if WINRT
            Windows.UI.Input.PointerVisualizationSettings.GetForCurrentView().IsContactFeedbackEnabled = false;
            Windows.UI.Input.PointerVisualizationSettings.GetForCurrentView().IsBarrelButtonFeedbackEnabled = false;
            #endif
            #if WINDOWS || LINUX
            IsFixedTimeStep = true;
            //TargetElapsedTime = TimeSpan.FromSeconds(1 / 60);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            graphics.IsFullScreen = false;

            #endif
            Content.RootDirectory = "GravWalker.Content";

            #if WINDOWS_PHONE
            screenManager = new ScreenManager(this, true);
            #else
            screenManager = new ScreenManager(this, false);
            #endif
            Components.Add(screenManager);
        }
Example #2
0
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
                              GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            // we don't serialize loading screens. if the user exits while the
            // game is at a loading screen, the game will resume at the screen
            // before the loading screen.
            IsSerializable = false;

            TransitionOnTime = TimeSpan.FromSeconds(0.5);
        }
Example #3
0
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
                                PlayerIndex? controllingPlayer,
                                params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen, controllingPlayer);
        }