/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Engine game = new Engine()) { game.Run(); } }
/// <summary> /// This is the constructor that should almost always be used /// </summary> /// <param name="filepath">The path within Content to the .spritefont file, without .spritefont at the end</param> /// <param name="spriteBatch">The spriteBatch to be used when drawing text</param> /// <param name="engine">The main Engine class</param> public GameFont(string filename, SpriteBatch spriteBatch, Engine engine) { m_spriteBatch = spriteBatch; m_font = engine.Content.Load<SpriteFont>(filename); }
public UpdateThread(Engine engine) { m_engine = engine; m_drawBuffer = DrawBuffer.getInstance(); }
internal static void initialize(Engine engine) { s_instance = new Settings(); s_instance.Engine = engine; s_instance.m_movementType = MovementType.ABSOLUTE; s_instance.IsInDebugMode = false; s_instance.IsCameraFreeform = false; s_instance.IsSoundAllowed = true; s_instance.Resolution = Resolution.auto; }
/// <summary> /// Loads SpriteFont information from file /// </summary> /// <param name="filepath">The .xml file that contains all the Font information</param> /// <param name="spriteBatch">The spriteBatch that will be used to draw text</param> /// <param name="engine">The main Engine class</param> public void loadFonts(string filename, SpriteBatch spriteBatch, Engine engine) { //TODO: Eventually, create automatic loading of fonts based on an xml file. // For now, just create the load for each font in this function m_fonts.Add(FontEnum.Consolas16, new GameFont("SpriteFonts/Consolas16", spriteBatch, engine)); m_fonts.Add(FontEnum.Kootenay8, new GameFont("SpriteFonts/Kootenay8", spriteBatch, engine)); m_fonts.Add(FontEnum.Kootenay14, new GameFont("SpriteFonts/Kootenay", spriteBatch, engine)); m_fonts.Add(FontEnum.Kootenay48, new GameFont("SpriteFonts/Kootenay48", spriteBatch, engine)); m_fonts.Add(FontEnum.Lindsey, new GameFont("SpriteFonts/Lindsey", spriteBatch, engine)); m_fonts.Add(FontEnum.Miramonte, new GameFont("SpriteFonts/Miramonte", spriteBatch, engine)); m_fonts.Add(FontEnum.MiramonteBold, new GameFont("SpriteFonts/MiramonteBold", spriteBatch, engine)); m_fonts.Add(FontEnum.Pericles, new GameFont("SpriteFonts/Pericles", spriteBatch, engine)); m_fonts.Add(FontEnum.PericlesLight, new GameFont("SpriteFonts/PericlesLight", spriteBatch, engine)); m_fonts.Add(FontEnum.Pescadero, new GameFont("SpriteFonts/Pescadero", spriteBatch, engine)); m_fonts.Add(FontEnum.PescaderoBold, new GameFont("SpriteFonts/PescaderoBold", spriteBatch, engine)); }