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); }
/// <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); }
/// <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); }