public static void Run() { Resolver resolver = new Resolver(AGSGame.Device, new AGSGameSettings("MonoAGS Editor", new Size(1280, 800), windowSize: new Size(1280, 800), windowState: WindowState.Normal, preserveAspectRatio: false)); IGame game = AGSGame.Create(resolver); //Rendering the text at a 4 time higher resolution than the actual game, so it will still look sharp when maximizing the window. GLText.TextResolutionFactorX = 4; GLText.TextResolutionFactorY = 4; game.Events.OnLoad.Subscribe(async() => { game.Factory.Resources.ResourcePacks.Add(new ResourcePack(new FileSystemResourcePack(AGSGame.Device.FileSystem, AGSGame.Device.Assemblies.EntryAssembly), 0)); game.Factory.Resources.ResourcePacks.Add(new ResourcePack(new EmbeddedResourcesPack(AGSGame.Device.Assemblies.EntryAssembly), 1)); game.Factory.Fonts.InstallFonts("Fonts/Font Awesome 5 Free-Solid-900.otf", "Fonts/Fira/FiraSans-Regular.ttf"); FontIcons.Init(game.Factory.Fonts); game.Settings.Defaults.TextFont = game.Factory.Fonts.LoadFontFromPath("Fonts/Fira/FiraSans-Regular.ttf", 14f, FontStyle.Regular); game.Settings.Defaults.SpeechFont = game.Settings.Defaults.TextFont; AGSEditor editor = resolver.Container.Resolve <AGSEditor>(); editor.Editor = game; game.Settings.Defaults.Skin = null; WelcomeScreen screen = new WelcomeScreen(editor); screen.Load(); screen.Show(); var room = game.Factory.Room.GetRoom("MainEditorRoom"); ReflectionCache.Refresh(); await game.State.ChangeRoomAsync(room); }); game.Start(); }
public static void Run() { FakeAGSTestGameStarter starter = new FakeAGSTestGameStarter(); var game = AGSGame.CreateEmpty(); _gameDebugView = new Lazy <GameDebugView>(() => { var gameDebugView = new GameDebugView(game, new KeyboardBindings(game.Input)); gameDebugView.Load(); return(gameDebugView); }); starter.StartGame(game); Size screenSize = new AGS.API.Size(320, 200); int factor = 2; AGSGameSettings settings = new AGSGameSettings( "Demo Game", screenSize, windowSize: new AGS.API.Size(screenSize.Width * factor, screenSize.Height * factor), windowState: WindowState.Normal); game.Start(settings); }
public static void Run() { IGame game = AGSGame.CreateEmpty(); _gameDebugView = new Lazy <GameDebugView>(() => { var gameDebugView = new GameDebugView(game); gameDebugView.Load(); return(gameDebugView); }); //Rendering the text at a 4 time higher resolution than the actual game, so it will still look sharp when maximizing the window. GLText.TextResolutionFactorX = 4; GLText.TextResolutionFactorY = 4; game.Events.OnLoad.Subscribe(async() => { game.Factory.Fonts.InstallFonts("../../Assets/Fonts/pf_ronda_seven.ttf", "../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF"); AGSGameSettings.DefaultSpeechFont = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/pf_ronda_seven.ttf", 14f, FontStyle.Regular); AGSGameSettings.DefaultTextFont = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF", 14f, FontStyle.Regular); AGSGameSettings.CurrentSkin = null; game.State.RoomTransitions.Transition = AGSRoomTransitions.Fade(); setKeyboardEvents(game); Shaders.SetStandardShader(); addDebugLabels(game); Debug.WriteLine("Startup: Loading Assets"); await loadPlayerCharacter(game); Debug.WriteLine("Startup: Loaded Player Character"); await loadSplashScreen(game); }); game.Start(new AGSGameSettings("Demo Game", new AGS.API.Size(320, 200), windowSize: new AGS.API.Size(640, 400), windowState: WindowState.Normal)); }
public static void Run() { setupResolver(); IGame game = AGSGame.CreateEmpty(); //Rendering the text at a 4 time higher resolution than the actual game, so it will still look sharp when maximizing the window. GLText.TextResolutionFactorX = 4; GLText.TextResolutionFactorY = 4; game.Events.OnLoad.Subscribe(async() => { AGSGameSettings.CurrentSkin = null; //addDebugLabels(game); WelcomeScreen screen = new WelcomeScreen(game); screen.Load(); screen.Show(); var room = game.Factory.Room.GetRoom("MainEditorRoom"); await game.State.ChangeRoomAsync(room); }); game.Start(new AGSGameSettings("MonoAGS Editor", new AGS.API.Size(1280, 800), windowSize: new AGS.API.Size(1280, 800), windowState: WindowState.Normal, preserveAspectRatio: false)); }
public static void Run() { DemoStarter starter = new DemoStarter(); var game = AGSGame.Create(starter.Settings); starter.StartGame(game); game.Start(); }
private static async Task load(AGSProject agsProj) { var(games, assembly) = await GetGames(agsProj); if (games.Count == 0) { throw new Exception($"Cannot load game: failed to find an instance of IGameCreator in {agsProj.AGSProjectPath}."); } if (games.Count > 1) { throw new Exception($"Cannot load game: found more than one instance of IGameCreator in {agsProj.AGSProjectPath}."); } var gameCreatorImplementation = games[0]; var gameCreator = (IGameStarter)Activator.CreateInstance(gameCreatorImplementation); var game = AGSGame.CreateEmpty(); gameCreator.StartGame(game); KeyboardBindings keyboardBindings = null; if (game is AGSGame agsGame) //todo: find a solution for any IGame implementation { Resolver resolver = agsGame.GetResolver(); keyboardBindings = resolver.Container.Resolve <KeyboardBindings>(); var resourceLoader = resolver.Container.Resolve <IResourceLoader>(); resourceLoader.ResourcePacks.Add(new ResourcePack(new EmbeddedResourcesPack(assembly), 2)); } _gameDebugView = new Lazy <GameDebugView>(() => { var gameDebugView = new GameDebugView(game, keyboardBindings); gameDebugView.Load(); return(gameDebugView); }); game.Start(new AGSGameSettings("Demo Game", new AGS.API.Size(320, 200), windowSize: new AGS.API.Size(640, 400), windowState: WindowState.Normal)); keyboardBindings.OnKeyboardShortcutPressed.Subscribe(async action => { if (action == KeyboardBindings.GameView) { var gameDebug = _gameDebugView.Value; if (gameDebug.Visible) { gameDebug.Hide(); } else { await gameDebug.Show(); } } }); }
public static void Run() { IGame game = AGSGame.CreateEmpty(); game.Events.OnLoad.Subscribe(async() => { setupGame(game); await loadIntroRoom(game); }); game.Start(new AGSGameSettings("A Game", new AGS.API.Size(1280, 720), windowState: WindowState.Normal)); }
// TODO: proper struct to pass arguments public static void Run(string asset_path, string user_path) { AMG.Init(asset_path, user_path); IGame game = AGSGame.CreateEmpty(); game.Events.OnLoad.Subscribe(async() => { setupGame(game); await AMG.Rooms.MixerRoom.GotoAsync(); }); game.Start(new AGSGameSettings("Audio Mixer Test Game", new AGS.API.Size(1280, 800), windowState: WindowState.Normal)); }
// TODO: proper struct to pass arguments public static void Run(string asset_path, string user_path) { LF.Init(asset_path, user_path); IGame game = AGSGame.CreateEmpty(); game.Events.OnLoad.Subscribe(async() => { setupGame(game); await LF.Rooms.TitleScreen.GotoAsync(); }); game.Start(new AGSGameSettings("Last & Furious", new AGS.API.Size(640, 400), windowState: WindowState.Normal)); }
// TODO: proper struct to pass arguments public static void Run(string asset_path, string user_path) { Assets.Init(asset_path, user_path); IGame game = AGSGame.CreateEmpty(); game.Events.OnLoad.Subscribe(async() => { setupGame(game); await Assets.Rooms.ParallaxRoom.GotoAsync(); }); game.Start(new AGSGameSettings("Layer Game", new AGS.API.Size(640, 400), windowState: WindowState.Normal)); }
public static void Run() { DemoStarter starter = new DemoStarter(); var game = AGSGame.CreateEmpty(); _gameDebugView = new Lazy <GameDebugView>(() => { var gameDebugView = new GameDebugView(game, new KeyboardBindings(game.Input)); gameDebugView.Load(); return(gameDebugView); }); starter.StartGame(game); game.Start(new AGSGameSettings("Demo Game", new AGS.API.Size(320, 200), windowSize: new AGS.API.Size(640, 400), windowState: WindowState.Normal)); }
private static async Task load(AGSProject agsProj, AGSEditor editor) { var(games, assembly) = await GetGames(agsProj); if (games.Count == 0) { throw new Exception($"Cannot load game: failed to find an instance of {nameof(IGameStarter)} in {agsProj.AGSProjectPath}."); } if (games.Count > 1) { throw new Exception($"Cannot load game: found more than one instance of {nameof(IGameStarter)} in {agsProj.AGSProjectPath}."); } var gameCreatorImplementation = games[0]; var gameCreator = (IGameStarter)Activator.CreateInstance(gameCreatorImplementation); var editorResolver = editor.EditorResolver; var updatePump = editorResolver.Container.Resolve <IUpdateMessagePump>(); var gameSettings = gameCreator.Settings; var gameResolver = new Resolver(AGSGame.Device, gameSettings); gameResolver.Builder.RegisterType <EditorShouldBlockEngineInput>().SingleInstance().As <IShouldBlockInput>().As <EditorShouldBlockEngineInput>(); gameResolver.Builder.RegisterInstance(updatePump).As <IUpdateMessagePump>().As <IUpdateThread>(); AGSEditor.Platform.SetResolverForGame(gameResolver, editorResolver); var game = AGSGame.Create(gameResolver); editor.Game = game; editor.GameResolver = gameResolver; gameCreator.StartGame(game); var keyboardBindings = new KeyboardBindings(editor.Editor.Input); var actions = editorResolver.Container.Resolve <ActionManager>(); var resourceLoader = gameResolver.Container.Resolve <IResourceLoader>(); resourceLoader.ResourcePacks.Add(new ResourcePack(new FileSystemResourcePack(AGSGame.Device.FileSystem, assembly), 2)); resourceLoader.ResourcePacks.Add(new ResourcePack(new EmbeddedResourcesPack(assembly), 3)); EditorShouldBlockEngineInput blocker = gameResolver.Container.Resolve <EditorShouldBlockEngineInput>(); var toolbar = new GameToolbar(blocker, editor.Editor.Input, editor.Editor.State, editor.Editor.Settings); toolbar.Init(editor.Editor.Factory, editor); game.Events.OnLoad.Subscribe(() => { editor.Init(); var gameDebugView = new GameDebugView(editor, keyboardBindings, actions, toolbar); toolbar.SetGame(game, editor.GameResolver.Container.Resolve <IWindowInfo>(), gameDebugView.Tree); var canvas = new GameCanvas(editor, toolbar, gameDebugView.Tree); canvas.Init(); gameDebugView.Load(); gameDebugView.Show(); keyboardBindings.OnKeyboardShortcutPressed.Subscribe(async action => { if (action == KeyboardBindings.GameView) { if (gameDebugView.Visible) { gameDebugView.Hide(); } else { await gameDebugView.Show(); } } }); }); game.Start(); }