Exemple #1
0
        public SinglePlayer(ContentManager content, SpriteBatch batch, GraphicsDevice device, GameWindow window)
        {
            graphicsDevice = device;
            spriteBatch    = batch;

            Cam      = new Camera();
            Entities = new List <Entity>();

            TextureManager.Init();
            TextureManager.LoadContent(content);

            enemy  = new Enemy(new Vector2(0, -3050));
            player = new Player();
            Entities.Add(enemy);
            Entities.Add(player);

            Cam.Zoom     = 2f;
            Cam.Position = new Vector2(0, 300);
            enemyY       = enemy.Position.Y;
            enemyX       = enemy.Position.X;

            bgObjects = new List <BackgroundObject>();
            AddBGObject();

            MediaPlayer.Play(TextureManager.Song("Menu"));
            MediaPlayer.IsRepeating = true;
            MediaPlayer.Volume      = MusicVolume;

            EventInput.Initialize(window);
            EventInput.KeyUp += (sender, args) => player.shield.comboManager.KeyPressed(args.KeyCode);

            tween.Tween(this, new { CamZoom = 1f }, 15f).Ease(Ease.LinearIn);
            tween.Tween(this, new { CamY = 300 }, 15f).Ease(Ease.LinearIn);
            tween.Tween(this, new { IntroOpacity = 0f }, 15f).Ease(Ease.LinearIn);
        }
Exemple #2
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        /// <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()
        {
            Window.Title = Settings.GameName;


            Engine.Services.Register(new GraphicsDeviceService(this.GraphicsDevice));
            Engine.Services.Register(new ContentManagerService(this.Content));
            Engine.Services.Register(new LightManagerService(new PenumbraComponent(this)));
            Engine.Services.Register(new NetHandler());
            Engine.Services.Register(new SceneManager());
            Engine.Services.Get <LightManagerService>().Component.Initialize();

            _camera = new Camera(new Rectangle(0, 0, Settings.ResolutionX, Settings.ResolutionY));

            EventInput.Initialize(this.Window);
            this.InitalizeScenes();

            _consoleComponent           = new ConsoleComponent(this);
            _consoleComponent.FontColor = Color.Wheat;
            this.Components.Add(_consoleComponent);
            this.InitalizeCommands();

            _consoleRedirector = new ConsoleRedirector(_consoleComponent);
            Console.SetOut(_consoleRedirector);

            GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;

            base.Initialize();
        }
Exemple #3
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()
        {
            Client.ServiceLocator.RegisterService(new GraphicsDeviceService(this.GraphicsDevice));
            Client.ServiceLocator.RegisterService(new ContentManagerService(this.Content));
            Client.ServiceLocator.RegisterService(new LightManagerService(new PenumbraComponent(this)));
            Client.ServiceLocator.RegisterService(new NetHandler());
            Client.ServiceLocator.RegisterService(new SceneManager());


            Client.ServiceLocator.GetService <LightManagerService>().Component.Initialize();

            _camera = new Camera(new Rectangle(0, 0, Settings.ResolutionX, Settings.ResolutionY));

            EventInput.Initialize(this.Window);
            this.InitalizeScenes();

            _consoleComponent = new ConsoleComponent(this);
            this.Components.Add(_consoleComponent);
            this.InitalizeCommands();

            _consoleRedirector = new ConsoleRedirector(_consoleComponent);
            Console.SetOut(_consoleRedirector);


            Window.Title = Settings.GameName;

            base.Initialize();
        }
Exemple #4
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 public Main()
 {
     Globals.Graphics = new GraphicsDeviceManager(this);
     EventInput.Initialize(Window);
     Globals.Content       = Content;
     Content.RootDirectory = "Content";
 }
Exemple #5
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        protected override void Initialize()
        {
#if WINDOWS
            EventInput.Initialize(this);
            EventInput.CharEntered += new EventHandler <CharacterEventArgs>(EventInput_CharEntered);
#endif

            graphics.ApplyChanges();

            spriteBatch = new SpriteBatch(GraphicsDevice);
            this.Services.AddService(typeof(SpriteBatch), spriteBatch);

            base.Initialize();

#if SILVERLIGHT
            renderTarget = new RenderTarget2D(this.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, 1, this.GraphicsDevice.PresentationParameters.BackBufferFormat, RenderTargetUsage.DiscardContents);
#else
            renderTarget = new RenderTarget2D(this.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, false,
                                              this.GraphicsDevice.PresentationParameters.BackBufferFormat,
                                              DepthFormat.Depth24,
                                              0,
                                              RenderTargetUsage.PreserveContents);
#endif

            ShowMainMenu(this.screenManager);
        }
Exemple #6
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        public GameConsoleComponent(GameConsole console, Game game, SpriteBatch spriteBatch)
            : base(game)
        {
            this.console = console;
            EventInput.Initialize(game.Window);
            this.spriteBatch = spriteBatch;
            AddPresetCommands();
            inputProcesser        = new InputProcessor(new CommandProcesser());
            inputProcesser.Open  += (s, e) => renderer.Open();
            inputProcesser.Close += (s, e) => renderer.Close();

            renderer = new Renderer(game, spriteBatch, inputProcesser);
            var inbuiltCommands = new IConsoleCommand[]
            {
                new ClearScreenCommand(inputProcesser),
                new ExitCommand(game),
                new MouseCommand(game),
                new TitleCommand(game),
                new PromptCommand(game),
                new BugCommand(game),
                new HelpCommand()
            };

            GameConsoleOptions.Commands.AddRange(inbuiltCommands);
        }
Exemple #7
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 public TextInput(Game game, Vector2 position, int width, int height)
 {
     if (!EventInput.initialized)
     {
         EventInput.Initialize(game.Window);
     }
     EventInput.CharEntered += EventInput_CharEntered;
     EventInput.KeyDown     += EventInput_KeyDown;
     Game             = game;
     GraphicsDevice   = game.GraphicsDevice;
     ControlRectangle = new Rectangle((int)position.X, (int)position.Y, width, height);
     SkipDraw         = true;
     CursorDimensions = new Dimensions(width, height);
     DefaultHeight    = height;
 }
Exemple #8
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        public Game1()
        {
            myGraphicsDeviceManager = new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth  = 1280,
                PreferredBackBufferHeight = 720
            };

            GameInfo.myMouseFunction = SetMouseVisibility;
            GameInfo.myScreenSize.X  = myGraphicsDeviceManager.PreferredBackBufferWidth;
            GameInfo.myScreenSize.Y  = myGraphicsDeviceManager.PreferredBackBufferHeight;

            //graphics.SynchronizeWithVerticalRetrace = false;
            //IsFixedTimeStep = false;

            Content.RootDirectory = "Content";

            ContentManagerInstance.Content = Content;
            EventInput.Initialize(Window);
        }
Exemple #9
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        protected override void Initialize()
        {
            VertexPositions.Initialize();
            EventInput.Initialize(Window);
            Blocks.InitialzizeBlocks();

            _graphics.PreferredBackBufferWidth  = Config.Width;
            _graphics.PreferredBackBufferHeight = Config.Height;

            if (!Config.VSync)
            {
                IsFixedTimeStep = false;
                _graphics.SynchronizeWithVerticalRetrace = false;
            }
            _graphics.ApplyChanges();

            _camera      = new Camera(0.3f, 0.002f, GraphicsDevice); //move speed, rotate speed, ...
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _statistics = new StatisticOverlay(Content.Load <SpriteFont>("NormalFont"), new Vector2(48, 48)); //debug
            _mainMenu   = new MainMenu(Content);

            base.Initialize();
        }