/// <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 var cam = new Camera(this); Components.Add(cam); cam.Position = new Vector3(0, 15, -15); cam.Up = Vector3.UnitY; cam.LookAtTarget = cam.Up * 12; var ksh = new KeyboardStateHandler(this); ksh.KeyHold += Ksh_KeyHold; ksh.KeyDown += Ksh_KeyDown; Components.Add(ksh); Components.Add(new MouseCameraControl(this)); Components.Add(new FpsCounter(this)); _pmxVmdAnimator = new PmxVmdAnimator(this); Components.Add(_pmxVmdAnimator); _pmxRenderer = new PmxRenderer(this); Components.Add(_pmxRenderer); _boneDebugVisualizer = new BoneDebugVisualizer(this); Components.Add(_boneDebugVisualizer); IsMouseVisible = true; base.Initialize(); }
private void AppendComponents() { var components = Components; var keyboardStateHandler = new KeyboardStateHandler(this); components.Add(keyboardStateHandler); keyboardStateHandler.KeyDown += KeyboardStateHandler_KeyDown; keyboardStateHandler.KeyUp += KeyboardStateHandler_KeyUp; }
/// <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; _keyboardStateHandler = new KeyboardStateHandler(this); _keyboardStateHandler.KeyUp += _keyboardStateHandler_KeyUp; Components.Add(_keyboardStateHandler); 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() { // TODO: Add your initialization logic here IsMouseVisible = true; _graphics.PreferredBackBufferWidth = WindowWidth; _graphics.PreferredBackBufferHeight = WindowHeight; _graphics.ApplyChanges(); _videoPlayer = new VideoPlayer(GraphicsDevice); //_videoPlayer.IsLooped = true; _keyboardStateHandler = new KeyboardStateHandler(this); _keyboardStateHandler.KeyUp += KeyboardStateHandler_KeyUp; Components.Add(_keyboardStateHandler); base.Initialize(); }
private void AppendComponents() { var keyboardStateHandler = new KeyboardStateHandler(this); Components.Add(keyboardStateHandler); Components.Add(new MouseCameraControl(this)); keyboardStateHandler.KeyHold += (s, e) => { var cam = this.FindSingleElement <Cameraman>()?.Camera; if (cam == null) { return; } switch (e.KeyCode) { case Keys.A: cam.Strafe(-0.1f); break; case Keys.D: cam.Strafe(0.1f); break; case Keys.W: cam.Walk(0.1f); break; case Keys.S: cam.Walk(-0.1f); break; case Keys.Left: cam.Yaw(0.01f); break; case Keys.Right: cam.Yaw(-0.01f); break; case Keys.Up: cam.Pitch(-0.01f); break; case Keys.Down: cam.Pitch(0.01f); break; case Keys.R: { var camera = this.FindSingleElement <Cameraman>()?.Camera; camera?.Reset(); } break; case Keys.F6: { var syncTimer = this.FindSingleElement <SyncTimer>(); syncTimer?.Stop(); } break; } }; keyboardStateHandler.KeyDown += (s, e) => { switch (e.KeyCode) { case Keys.Space: { var audioController = this.FindSingleElement <BackgroundMusic>(); var music = audioController?.Music; var syncTimer = this.FindSingleElement <SyncTimer>(); Debug.Assert(syncTimer != null, nameof(syncTimer) + " != null"); if (music == null) { break; } var isPlaying = syncTimer.IsRunning; if (!isPlaying) { syncTimer.Start(); } else { syncTimer.Pause(); } } break; } }; }