Example #1
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()
        {
            Assets.Load(Content);

            CurrentKs = OldKs = Keyboard.GetState();
            Scene = new GameScene();
            base.Initialize();
        }
        public InfoScene(Scene prevScene)
            : base()
        {
            List<Button> buttons = new List<Button>();

            buttons.Add(new Button("main menu", ToMenu));
            buttons.Add(new Button("quit", Exit));

            menu = new Menu("Info", buttons);

            this.prevScene = prevScene;
        }
        public PauseScene(Scene prevScene)
            : base()
        {
            List<Button> buttons = new List<Button>();

            buttons.Add(new Button("resume", Play));
            buttons.Add(new Button("main menu", ToMenu));
            buttons.Add(new Button("quit", Exit));

            menu = new Menu("Paused", buttons);

            this.prevScene = prevScene;
        }
Example #4
0
        protected Core iniPhysics()
        {
            CoreDescription coreDesc = new CoreDescription();
            Core core = new Core(coreDesc, null);
            core.SetParameter(PhysicsParameter.VisualizationScale, 2.0f);
            core.SetParameter(PhysicsParameter.VisualizeCollisionShapes, true);
            core.SetParameter(PhysicsParameter.VisualizeClothMesh, true);
            core.SetParameter(PhysicsParameter.VisualizeJointLocalAxes, true);
            core.SetParameter(PhysicsParameter.VisualizeJointLimits, true);
            core.SetParameter(PhysicsParameter.VisualizeFluidPosition, true);
            core.SetParameter(PhysicsParameter.VisualizeFluidEmitters, false); // Slows down rendering a bit too much
            core.SetParameter(PhysicsParameter.VisualizeForceFields, true);
            core.SetParameter(PhysicsParameter.VisualizeSoftBodyMesh, true);

            RemoteDebugger debugger = core.Foundation.RemoteDebugger;
            debugger.Connect("localhost");
            if (debugger.IsConnected)
            {
                Console.Write("Debugger connected\n");
            }

            SceneDescription sceneDesc = new SceneDescription();
            sceneDesc.Gravity = new StillDesign.PhysX.MathPrimitives.Vector3(0, -10.0f, 0);
            scene = core.CreateScene(sceneDesc);

            return core;
        }
 /// <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()
 {
     Assets.Load(Content);
     PlayerTexture = Content.Load<Texture2D>("player");
     RockTexture = Content.Load<Texture2D>("asteroid");
     CurrentKs = OldKs = Keyboard.GetState();
     Scene = new MenuScene();
     base.Initialize();
 }