/// <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() { //KinectSensor.KinectSensors.StatusChanged += new EventHandler<StatusChangedEventArgs>(KinectSensors_StatusChanged); //DiscoverKinectSensor(); MyGameControl = new GameControl(new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); HUD1 = new Hud(new Vector2(0, 460), "ScreenLayout\\HUD1_52313"); SettingsButton = new Sprite(new Vector2(graphics.PreferredBackBufferWidth - 100, 0), "Menu\\SettingsMenuButton"); CursorRight = new AnimatedSprite(16/1.2, 16, Vector2.Zero, "ScreenPointers\\AnimatedCursor16"); CurrentRoom = new Room(4, 1);//(new Vector2(120, 30), "Rooms\\" + MyGameControl.MyMap.getPlayerRoom().ChamberNumber + "-" + MyGameControl.MyMap.getPlayerRoom().RoomNumber); CurrentRoom.setIsPitted(true); MyGameControl.MyMap.setPlayerRoom(CurrentRoom); BG = new Sprite(Vector2.Zero, "ScreenLayout\\BackdropSpace"); MyMenu = new Menu(Vector2.Zero, "ScreenLayout\\BackdropSpace"); MyWatch.Reset(); base.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() { //KinectSensor.KinectSensors.StatusChanged += new EventHandler<StatusChangedEventArgs>(KinectSensors_StatusChanged); //DiscoverKinectSensor(); MyGameControl = new GameControl(new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight)); HUD1 = new Hud(new Vector2(0, 460), "ScreenLayout\\HUD1_52313"); SettingsButton = new Sprite(Vector2.Zero, "Menu\\SettingsMenuButton"); Arrows = new Sprite(new Vector2(0, 460 - 50), "Arrows\\ArrowButton2"); Move = new Sprite(new Vector2(0, 460 - 250), "Arrows\\MoveButton"); Skip = new Sprite(new Vector2(0, 0), "Skip"); CursorRight = new AnimatedSprite(16/1.2, 16, Vector2.Zero, "ScreenPointers\\AnimatedCursor16"); CursorLeft = new AnimatedSprite(16 / 1.2, 16, Vector2.Zero, "ScreenPointers\\AnimatedCursor16"); Story = new Sprite(); MyGameControl.RandomizeRoom('p'); MyGameControl.StartingRoom = MyGameControl.MyMap.getPlayerRoom(); CurrentRoom = MyGameControl.StartingRoom;//(new Vector2(120, 30), "Rooms\\" + MyGameControl.MyMap.getPlayerRoom().ChamberNumber + "-" + MyGameControl.MyMap.getPlayerRoom().RoomNumber); //CurrentRoom.setIsPitted(true); MyGameControl.RandomizeRoom('w'); MyGameControl.MyMap.setPlayerRoom(CurrentRoom); BG = new Sprite(Vector2.Zero, "ScreenLayout\\BackdropSpace"); MyMenu = new Menu(Vector2.Zero, "ScreenLayout\\BackdropSpace"); MyWatch.Reset(); HighScoresBG = new Sprite(MyGameControl.StartingRoom.Position, "Rooms\\Room2"); base.Initialize(); }
private void button2_Click(object sender, EventArgs e) { gameControl = new GameControl(); MessageBox.Show("The game control class has been constructed!"); ConstructorButton.Enabled = false; }
// start game private void btnStart_Click(object sender, EventArgs e) { pnNameInput.BringToFront(); gc = new GameControl(); }
private void ConstructorButton_Click(object sender, EventArgs e) { _GameControl = new GameControl(); }