/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1080; graphics.PreferredBackBufferHeight = 600; // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); graphics.IsFullScreen = false; graphics.ApplyChanges(); Window.Title = "Riemer's XNA Tutorials -- Series 1"; base.Initialize(); }
public AOA() : base("AOA", new Size(220, 452)) { _aoaNeedle = new GaugeNeedle("{Helios}/Gauges/F-16/AOA/aoa_tape.xaml", new Point(110, 226), new Size(130, 1482), new Point(65, 741)); _aoaNeedle.Clip = new RectangleGeometry(new Rect(55d, 86d, 130d, 280d)); Components.Add(_aoaNeedle); _offFlagImage = new GaugeImage("{Helios}/Gauges/F-16/AOA/aoa_off_flag.xaml", new Rect(55d, 84d, 110d, 282d)); _offFlagImage.IsHidden = true; Components.Add(_offFlagImage); Components.Add(new GaugeImage("{Helios}/Gauges/F-16/AOA/aoa_faceplate.xaml", new Rect(0, 0, 220, 452))); Components.Add(new GaugeImage("{Helios}/Gauges/F-16/AOA/aoa_bezel.png", new Rect(0, 0, 220, 452))); _offFlag = new HeliosValue(this, new BindingValue(false), "", "off flag", "Indicates whether the off flag is displayed.", "True if displayed.", BindingValueUnits.Boolean); _offFlag.Execute += new HeliosActionHandler(OffFlag_Execute); Actions.Add(_offFlag); _angleOfAttack = new HeliosValue(this, new BindingValue(0d), "", "angle of attack", "Current angle of attack", "", BindingValueUnits.Degrees); _angleOfAttack.Execute += new HeliosActionHandler(AngleOfAttack_Execute); Actions.Add(_angleOfAttack); Values.Add(_angleOfAttack); }
public BarometricAltimeter() : base("Barometric Altimeter", new Size(340, 340)) { Point center = new Point(170, 170); _qfeCalibration = new CalibrationPointCollectionDouble(600d, 0d, 800d, 300d); _needleCalibration = new CalibrationPointCollectionDouble(0d, 0d, 10d, 360d); _qfeCard = new GaugeNeedle("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_qfe_card.xaml", center, new Size(264, 264), new Point(132, 132), 300d); Components.Add(_qfeCard); Components.Add(new GaugeImage("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_faceplate.xaml", new Rect(0, 0, 340, 340))); _shortNeedle = new GaugeNeedle("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_short_needle.xaml", center, new Size(35, 144), new Point(17.5, 104)); Components.Add(_shortNeedle); _longNeedle = new GaugeNeedle("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_long_needle.xaml", center, new Size(40, 209), new Point(20, 139)); Components.Add(_longNeedle); _altitudeBug = new GaugeNeedle("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_bug.xaml", center, new Size(14, 15), new Point(7, 150)); Components.Add(_altitudeBug); Components.Add(new GaugeImage("{Helios}/Gauges/KA-50/BaroAltimeter/baro_alt_bezel.xaml", new Rect(0, 0, 340, 340))); _altitude = new HeliosValue(this, BindingValue.Empty, "", "Altitude", "Current barometric altitude", "", BindingValueUnits.Meters); _altitude.Execute += Altitude_Execute; Actions.Add(_altitude); _commandedAltitude = new HeliosValue(this, BindingValue.Empty, "", "Commanded Altitude", "Current commanded altitude", "", BindingValueUnits.Meters); _commandedAltitude.Execute += CommandedAltitude_Execute; Actions.Add(_commandedAltitude); _qfePressure = new HeliosValue(this, BindingValue.Empty, "", "QFE Pressure", "Current calibrated qfe pressure", "", BindingValueUnits.MilimetersOfMercury); _qfePressure.Execute += Pressure_Execute; Actions.Add(_qfePressure); }
public FarseerPhysicsGame() { Window.Title = "Farseer Physics Engine Samples Framework"; _graphics = new GraphicsDeviceManager(this); _graphics.SynchronizeWithVerticalRetrace = false; _graphics.PreferMultiSampling = true; IsFixedTimeStep = true; #if WINDOWS _graphics.PreferredBackBufferWidth = 1024; _graphics.PreferredBackBufferHeight = 768; _graphics.IsFullScreen = false; #endif #if WINDOWS_PHONE _graphics.PreferredBackBufferWidth = 800; _graphics.PreferredBackBufferHeight = 480; _graphics.IsFullScreen = true; IsFixedTimeStep = false; #endif #if XBOX _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; _graphics.IsFullScreen = true; #endif Content.RootDirectory = "Content"; IsMouseVisible = true; //new-up components and add to Game.Components ScreenManager = new ScreenManager(this); Components.Add(ScreenManager); FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager); frameRateCounter.DrawOrder = 101; Components.Add(frameRateCounter); }
public Game1() { _graphics = new GraphicsDeviceManager(this); ScreenRectangle = new Rectangle( 0, 0, ScreenWidth, ScreenHeight); Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); _gameStateManager = new GameStateManager(this); Components.Add(_gameStateManager); TitleScreen = new TitleScreen(this, _gameStateManager); StartMenuScreen = new StartMenuScreen(this, _gameStateManager); GamePlayScreen = new GamePlayScreen(this, _gameStateManager); CharacterGeneratorScreen = new CharacterGeneratorScreen(this, _gameStateManager); SkillScreen = new SkillScreen(this, _gameStateManager); _gameStateManager.ChangeState(TitleScreen); }
/// <summary> /// The main game constructor. /// </summary> public SquareosityGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1024; TargetElapsedTime = TimeSpan.FromTicks(333333); Mouse.WindowHandle = Window.Handle; // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // On Windows and Xbox we just add the initial screens AddInitialScreens(); }
public AlienShooterGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); // you can choose whether you want a landscape or portrait // game by using one of the two helper functions defined below InitializePortraitGraphics(); // InitializeLandscapeGraphics(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); //Add Explosions and Smoke Game Components to AlienShooter explosionSmokeParticleSystem = new ExplosionSmokeParticleSystem(this, 2); Components.Add(explosionSmokeParticleSystem); explosionParticleSystem = new ExplosionParticleSystem(this, 1); Components.Add(explosionParticleSystem); smokePlumeParticleSystem = new SmokePlumeParticleSystem(this, 8); Components.Add(smokePlumeParticleSystem); // attempt to deserialize the screen manager from disk. if that // fails, we add our default screens. if (!screenManager.DeserializeState()) { // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); } //Imeplement tombstoning support globally if managing //multiple state objects across game gamescreens PhoneApplicationService.Current.Activated += AlienGame_Activated; PhoneApplicationService.Current.Deactivated += AlienGame_Deactivated; }
protected void FixSingleInventory() { MyInventoryBase inventoryBase; if (!Components.TryGet <MyInventoryBase>(out inventoryBase)) { return; } MyInventoryAggregate aggregate = inventoryBase as MyInventoryAggregate; MyInventory bestInventory = null; if (aggregate != null) { foreach (var inventory in aggregate.ChildList.Reader) { var myInventory = inventory as MyInventory; if (myInventory == null) { continue; } if (bestInventory == null) { bestInventory = myInventory; } else if (bestInventory.GetItemsCount() < myInventory.GetItemsCount()) { bestInventory = myInventory; } } } if (bestInventory != null) { Components.Remove <MyInventoryBase>(); Components.Add <MyInventoryBase>(bestInventory); } }
/// <param name="sizeX">Number of X values</param> /// <param name="sizeY">Number of Y values</param> /// <param name="deltaX">StepSize in X</param> /// <param name="deltaY">StepSize in Y</param> public RegularGridCoverage(int sizeX, int sizeY, double deltaX, double deltaY, double offSetX, double offSetY, Type componentValueType) { this.Name = "Regular_Grid"; var y = new Variable <double>("y", sizeY) { InterpolationType = InterpolationType.Constant }; y.Attributes[StandardName] = StandardNameY; Arguments.Add(y); var x = new Variable <double>("x", sizeX) { InterpolationType = InterpolationType.Constant }; x.Attributes[StandardName] = StandardNameX; Arguments.Add(x); //Arguments.CollectionChanged += RegularGrid_Arguments_CollectionChanged; //Components.CollectionChanged += RegularGrid_Components_CollectionChanged; var component = (IVariable)TypeUtils.CreateGeneric(typeof(Variable <>), componentValueType, "value"); Components.Add(component); CollectionChanged += RegularGridCoverage_CollectionChanged; ValuesChanged += RegularGridCoverage_ValuesChanged; // update sizes of the arguments Resize(sizeX, sizeY, deltaX, deltaY, new Coordinate(offSetX, offSetY)); }
/// <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() { _controlPanel = new ControlPanel(this); Components.Add(_controlPanel); base.Initialize(); //Set window defaults. Parent game can override in constructor Window.AllowUserResizing = true; Window.ClientSizeChanged += WindowClientSizeChanged; //Default projection and view ResetCamera(); _testCount = 0; while (TestEntries.TestList[_testCount].CreateTest != null) { ++_testCount; } _testIndex = MathUtils.Clamp(_testIndex, 0, _testCount - 1); StartTest(_testIndex); }
protected override void Update(GameTime gameTime) { if (_batchNumber < NumberOfBatches && gameTime.TotalGameTime >= TimeSpan.FromSeconds(_batchNumber)) { for (int i = 0; i < ItemsPerBatch; ++i) { var updateable = new TestUpdateable(this); _updateables.Add(updateable); Components.Add(updateable); var drawable = new TestDrawable(this); _drawables.Add(drawable); Components.Add(drawable); } _batchNumber++; } base.Update(gameTime); _updateablesOrderedCorrectly = ListsEqual(_updateables, _updateablesInUpdateOrder); _updateablesInUpdateOrder.Clear(); }
/// <summary> /// Adds components to the kernel during startup. /// </summary> protected override void AddComponents() { Components.Add <IPlanner, Planner>(); Components.Add <IPlanningStrategy, ConstructorReflectionStrategy>(); Components.Add <IPlanningStrategy, PropertyReflectionStrategy>(); Components.Add <IPlanningStrategy, MethodReflectionStrategy>(); Components.Add <ISelector, Selector>(); Components.Add <IConstructorScorer, StandardConstructorScorer>(); Components.Add <IInjectionHeuristic, StandardInjectionHeuristic>(); Components.Add <IPipeline, Pipeline>(); Components.Add <IActivationStrategy, PropertyInjectionStrategy>(); Components.Add <IActivationStrategy, MethodInjectionStrategy>(); Components.Add <IActivationStrategy, InitializableStrategy>(); Components.Add <IActivationStrategy, StartableStrategy>(); Components.Add <IActivationStrategy, BindingActionStrategy>(); Components.Add <IActivationStrategy, DisposableStrategy>(); #if !NO_LCG if (!Settings.UseReflectionBasedInjection) { Components.Add <IInjectorFactory, DynamicMethodInjectorFactory>(); } else #endif Components.Add <IInjectorFactory, ReflectionInjectorFactory>(); Components.Add <ICache, Cache>(); Components.Add <ICachePruner, GarbageCollectionCachePruner>(); #if !NO_ASSEMBLY_SCANNING Components.Add <IModuleLoader, ModuleLoader>(); Components.Add <IModuleLoaderPlugin, CompiledModuleLoaderPlugin>(); #endif }
/// <summary> /// The main game constructor. /// </summary> public Game1() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); TargetElapsedTime = TimeSpan.FromTicks(333333); #if WINDOWS_PHONE graphics.IsFullScreen = true; // Choose whether you want a landscape or portait game by using one of the two helper functions. //InitializeLandscapeGraphics(); InitializePortraitGraphics(); #endif // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); #if WINDOWS_PHONE // Hook events on the PhoneApplicationService so we're notified of the application's life cycle Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler <Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler <Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler <Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); #else // On Windows and Xbox we just add the initial screens AddInitialScreens(); #endif }
/// <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() { World = Matrix.Identity; View = Matrix.CreateLookAt(new Vector3(0, 5, -5), Vector3.Zero, Vector3.Up); Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight, 0.01f, 100f); Debug.GS = new GearConsole(this); Debug.GS.Initialize(); IsMouseVisible = true; Debug.GS.Inspect("A hero", new Heroe()); testers.Add(new TesterLabels(this)); foreach (Tester tester in testers) { tester.Enabled = tester.Visible = false; Components.Add(tester); } testers[0].Enabled = testers[0].Visible = true; base.Initialize(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState = Keyboard.GetState(); MouseState = Mouse.GetState(); // Allows the game to exit if (KeyboardState.IsKeyDown(Keys.Escape)) { Exit(); return; } //Update the camera. Camera.Update((float)gameTime.ElapsedGameTime.TotalSeconds); if (MouseState.LeftButton == ButtonState.Pressed) { //If the user is clicking, start firing some boxes. //First, create a new dynamic box at the camera's location. Box toAdd = new Box(Camera.Position, 1, 1, 1, 1); //Set the velocity of the new box to fly in the direction the camera is pointing. //Entities have a whole bunch of properties that can be read from and written to. //Try looking around in the entity's available properties to get an idea of what is available. toAdd.LinearVelocity = Camera.WorldMatrix.Forward * 10; //Add the new box to the simulation. space.Add(toAdd); //Add a graphical representation of the box to the drawable game components. EntityModel model = new EntityModel(toAdd, CubeModel, Matrix.Identity, this); Components.Add(model); toAdd.Tag = model; //set the object tag of this entity to the model so that it's easy to delete the graphics component later if the entity is removed. } //Steps the simulation forward one time step. space.Update(); base.Update(gameTime); }
public Game1() { _graphics = new GraphicsDeviceManager(this); _graphics.PreferredBackBufferWidth = screenWidth; _graphics.PreferredBackBufferHeight = screenHeight; _graphics.IsFullScreen = false; ScreenRectangle = new Rectangle( 0, 0, screenWidth, screenHeight); _graphics.ApplyChanges(); Content.RootDirectory = "Content"; Components.Add(new InputHandler(this)); _gameStateManager = new GameStateManager(this); Components.Add(_gameStateManager); TitleScreen = new TitleScreen(this, _gameStateManager); //StartMenuScreen = new StartMenuScreen(this, _gameStateManager); GridScreen = new GridScreen(this, _gameStateManager); _gameStateManager.ChangeState(TitleScreen); //_gameStateManager.ChangeState(GridScreen); }
// Constructor public Game06() { musicControl = new MusicControl(); graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Make the game object. The game is currently called 'DuckSlaughterGame'. deterministicGame = new DuckSlaughterGame(); // Debugging setup lastPressedKeys = new List <Keys>(); activePlayer = playerIdentifiers[0]; paused = false; gameStarted = false; //Added Components.Add(new GamerServicesComponent(this)); isHost = false; chatText = ""; reader = new PacketReader(); writer = new PacketWriter(); chatlines = 0; isChatting = false; mouseChange = false; buttonPressed = false; others = new player[4]; update = true; inMenu = true; releasedKeys = new List <Keys>(); }
/// <summary> /// Constructs a new NetRumbleGame object. /// </summary> public NetRumbleGame() { // initialize the graphics device manager graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; // initialize the content manager Content.RootDirectory = "Content"; // initialize the gamer-services component // this component enables Live sign-in functionality // and updates the Gamer.SignedInGamers collection. Components.Add(new GamerServicesComponent(this)); // initialize the screen manager screenManager = new ScreenManager(this); Components.Add(screenManager); // initialize the audio system //AudioManager.Initialize(this, new DirectoryInfo(Content.RootDirectory + @"\audio\wav")); AudioManager.Initialize(this, new DirectoryInfo(Path.Combine(Content.RootDirectory, @"Audio/wav"))); }
public Battery() : base("voltage", new Size(300, 300)) { Components.Add(new GaugeImage("{Helios}/Gauges/FA-18C/Battery/Battery_Faceplate.png", new Rect(0d, 0d, 300d, 300d))); _needleU = new GaugeNeedle("{Helios}/Gauges/AV-8B/Common/needle_a.xaml", new Point(150d, 150d), new Size(36, 154), new Point(18, 136), -180d); _needleE = new GaugeNeedle("{Helios}/Gauges/AV-8B/Common/needle_a.xaml", new Point(150d, 150d), new Size(36, 154), new Point(18, 136), 180d); Components.Add(_needleU); Components.Add(_needleE); Components.Add(new GaugeImage("{Helios}/Gauges/FA-18C/Battery/Battery_Needle_Cover.png", new Rect(118d, 115d, 62d, 162d))); //Components.Add(new GaugeImage("{Helios}/Gauges/A-10/Common/gauge_bezel.png", new Rect(0d, 0d, 364d, 376d))); _voltageU = new HeliosValue(this, new BindingValue(0d), "", "Battery Voltage U", "This is the voltage of the battery in volts", "(16 to 30)", BindingValueUnits.Volts); _voltageU.Execute += new HeliosActionHandler(voltageU_Execute); Actions.Add(_voltageU); _voltageE = new HeliosValue(this, new BindingValue(0d), "", "Battery Voltage E", "This is the voltage of the battery in volts", "(16 to 30)", BindingValueUnits.Volts); _voltageE.Execute += new HeliosActionHandler(voltageE_Execute); Actions.Add(_voltageE); _calibrationPointsU = new CalibrationPointCollectionDouble(16d, 30d, 30d, 150d); _calibrationPointsU.Add(new CalibrationPointDouble(15d, 30d)); // used to set an end stop at 16v _calibrationPointsE = new CalibrationPointCollectionDouble(16d, -30d, 30d, -150d); _calibrationPointsE.Add(new CalibrationPointDouble(15d, -30d)); // used to set an end stop at 16v }
public IAS() : base("IAS", new Size(340, 340)) { Point center = new Point(170, 170); _needleCalibration = new CalibrationPointCollectionDouble(20d, 5d, 35d, 345d); _needleCalibration.Add(new CalibrationPointDouble(50d, 95d)); _needleCalibration.Add(new CalibrationPointDouble(100d, 145d)); _needleCalibration.Add(new CalibrationPointDouble(150d, 185d)); _needleCalibration.Add(new CalibrationPointDouble(200d, 225d)); _needleCalibration.Add(new CalibrationPointDouble(250d, 265d)); _needleCalibration.Add(new CalibrationPointDouble(300d, 305d)); Components.Add(new GaugeImage("{Helios}/Gauges/KA-50/IAS/ias_faceplate.xaml", new Rect(0, 0, 340, 340))); _needle = new GaugeNeedle("{Helios}/Gauges/KA-50/IAS/ias_needle.xaml", center, new Size(40, 159), new Point(20, 139), 5d); Components.Add(_needle); Components.Add(new GaugeImage("{Helios}/Gauges/KA-50/IAS/ias_bezel.xaml", new Rect(0, 0, 340, 340))); _speed = new HeliosValue(this, BindingValue.Empty, "", "Indicated Airspeed", "Current indicated airspeed", "", BindingValueUnits.KilometersPerHour); _speed.Execute += Speed_Execute; Actions.Add(_speed); }
/// <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() { // TODO: Add your initialization logic here IsMouseVisible = true; spriteBatch = new SpriteBatch(GraphicsDevice); SoundManager.Getinstance().Initialize(); hero = new Hero.Hero(new Vector2(WindowsManager.GetInstance().ScreenWidth / 2, WindowsManager.GetInstance().ScreenHeight / 2), 120, 140, new Vector2(5, 5), 0.0f, new Vector2(0, 0), new Vector2(1, 1), Color.White, true); hero.InitWeapon(); camera = new Camera2D(this, hero); Components.Add(camera); uiComponent = new Component.HeroUIDrawComponent(this, spriteBatch); Components.Add(uiComponent); bossuiComponent = new Component.BossUIComponent(this, spriteBatch); Components.Add(bossuiComponent); //debugmanager = new DebugManager(this, spriteBatch); //Components.Add(debugmanager); base.Initialize(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here //create all scenes and add to the Components list startScene = new StartScene(this, spriteBatch); Components.Add(startScene); helpScene = new HelpScene(this, spriteBatch); Components.Add(helpScene); actionScene1 = new ActionScene1(this, spriteBatch); Components.Add(actionScene1); actionScene2 = new ActionScene2(this, spriteBatch); Components.Add(actionScene2); aboutScene = new AboutScene(this, spriteBatch); Components.Add(aboutScene); howToScene = new HowToScene(this, spriteBatch); Components.Add(howToScene); pauseScene = new PauseScene(this, spriteBatch); Components.Add(pauseScene); endScene = new EndScene(this, spriteBatch); Components.Add(endScene); startScene.show(); //----------------creating scenes ends------------------------------ }
public TunnelVision() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; input = new InputHandler(this); Components.Add(input); Camera = new TunnelVisionCamera(this); Components.Add(Camera); Camera.UpdateInput = false; gameManager = new GameStateManager(this); Components.Add(gameManager); Skybox = new Skybox(this); Components.Add(Skybox); //Components.Add(new GamerServicesComponent(this)); //Sound = new SoundManager(this, "TunnelVision"); TitleIntroState = new TitleIntroState(this); StartMenuState = new StartMenuState(this); OptionsMenuState = new OptionsMenuState(this); PlayingState = new PlayingState(this); StartLevelState = new StartLevelState(this); FadingState = new FadingState(this); LostGameState = new LostGameState(this); WonGameState = new WonGameState(this); PausedState = new PausedState(this); YesNoDialogState = new YesNoDialogState(this); //HighScoresState = new HighScoresState(this); gameManager.ChangeState(TitleIntroState.Value); }
protected override void Initialize() { game = new GameManager(this); game.deactivate(); game.GameOver += GameOver; game.GameOver += EndGame; game.Pause += PauseGame; Components.Add(game); initializeMenus(); initializeMediaPlayer(); initializeStorage(); initializeAudio(); base.Initialize(); }
public PaperDoll() { // Create target arrays paperDollColors = new Color32[paperDollWidth * paperDollHeight]; paperDollIndices = new byte[paperDollWidth * paperDollHeight]; // Setup panels Size = new Vector2(paperDollWidth, paperDollHeight); characterPanel.Size = new Vector2(paperDollWidth, paperDollHeight); // Add panels Components.Add(backgroundPanel); Components.Add(characterPanel); // Set initial display flags backgroundPanel.Enabled = showBackgroundLayer; characterPanel.Enabled = showCharacterLayer; for (int bpIdx = 0; bpIdx < DaggerfallEntity.NumberBodyParts; bpIdx++) { armourLabels[bpIdx] = DaggerfallUI.AddDefaultShadowedTextLabel(armourLabelPos[bpIdx], characterPanel); armourLabels[bpIdx].Text = "0"; } }
// Constructor stufferoo for playerino public PlayerObjectOverworld(GameScreen screen) : base(screen) { // Cool sprite stuff sprite = new Sprite(this); sprite.Depth = .1f; sprite.AddImage("Sprites/Player/playerBattleScreenStill"); sprite.SpriteOrigin = new Vector2(24, 24); Components.Add(sprite); // HitBox COmponent hitBox = new HitBox(this); hitBox.Colliders.Add(new BoxCollider(new Vector2(14, 13))); hitBox.Colliders[0].Offset.X = -7; hitBox.Colliders[0].Offset.Y = 11; hitBox.Priority = 0; hitBox.Solid = true; Components.Add(hitBox); // Physics physics = new Physics(this); physics.Solid = true; physics.GravityEnabled = false; Components.Add(physics); // Camera screen.CamController.Target = this; screen.CamController.MovementAmount = new Vector2(.2f, .2f); // Depth fix Components.Add(new OverworldDepthFix(this)); // Controlls variables maxSpeed = 2; accelerationSpeed = .5f; slowDownSpeed = .25f; }
/// <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() { // TODO: Add your initialization logic here cam = new Camera(this, new Vector3(6, 6, 2.8f), Vector3.Zero, 5f); LittleHouse = new Solid(this, "LittleHouse"); littleHouse = Util.GenerateBlockFromFile("LittleHouse"); Monument = Util.GenerateBlockFromFile("monu1"); world = new World(); world.setBlocksAt(0, 0, 0, Monument); world.GenerateModel(); Components.Add(cam); Components.Add(LittleHouse); effect = new BasicEffect(graphics.GraphicsDevice); base.Initialize(); }
protected override void Initialize() { int w = Graphics.GraphicsDevice.DisplayMode.Width; int h = GraphicsDevice.DisplayMode.Height; System.Console.WriteLine("blah: " + w + h); SetResolution(); Shaders.LoadContent(GraphicsDevice, Content); Fonts.LoadContent(Content); Textures.LoadHeightmaps(GraphicsDevice); Models.LoadContent(Content); world = new World(this); ui = new UserInterface(this); Components.Add(ui); Components.Add(world); ppManager = new PostProcessManager(); base.Initialize(); }
void SetNewRenderType(bool legacy, bool minimal) { if (MapBordersRenderer == null) { MapBordersRenderer = new MapBordersRenderer(); Components.Add(MapBordersRenderer); MapBordersRenderer.legacy = legacy; } else { MapBordersRenderer.UseLegacyMode(legacy); } if (EnvRenderer == null) { EnvRenderer = new StandardEnvRenderer(); Components.Add(EnvRenderer); EnvRenderer.legacy = legacy; EnvRenderer.minimal = minimal; } else { EnvRenderer.UseLegacyMode(legacy); EnvRenderer.UseMinimalMode(minimal); } }
public VVI() : base("VVI", new Size(220, 452)) { _vviTape = new GaugeNeedle("{Helios}/Gauges/F-16/VVI/vvi_tape.xaml", new Point(110, 226), new Size(130, 1960), new Point(65, 980)); _vviTape.Clip = new RectangleGeometry(new Rect(55d, 86d, 130d, 280d)); Components.Add(_vviTape); _offFlagImage = new GaugeImage("{Helios}/Gauges/F-16/VVI/vvi_off_flag.xaml", new Rect(55d, 84d, 111d, 282d)); _offFlagImage.IsHidden = true; Components.Add(_offFlagImage); Components.Add(new GaugeImage("{Helios}/Gauges/F-16/VVI/vvi_faceplate.xaml", new Rect(0, 0, 220, 452))); Components.Add(new GaugeImage("{Helios}/Gauges/F-16/VVI/vvi_bezel.png", new Rect(0, 0, 220, 452))); _offFlag = new HeliosValue(this, new BindingValue(false), "", "off flag", "Indicates whether the off flag is displayed.", "True if displayed.", BindingValueUnits.Boolean); _offFlag.Execute += new HeliosActionHandler(OffFlag_Execute); Actions.Add(_offFlag); _verticalVelocity = new HeliosValue(this, new BindingValue(0d), "", "vertical velocity", "Current", "", BindingValueUnits.FeetPerMinute); _verticalVelocity.Execute += new HeliosActionHandler(VerticalVelocity_Execute); Actions.Add(_verticalVelocity); Values.Add(_verticalVelocity); }