/// <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 Components.Add(new GUIManager(this)); Components.Add(new Camera(this)); Components.Add(new InputHandler(this)); Components.Add(new PhysicsManager(this)); Components.Add(new Level(this, "level1")); console = new DeveloperConsole(this); Components.Add(console); // Gosh I'm tricksy console.DrawOrder = 9999999; console.MessageHandler += new DeveloperConsole.DeveloperConsoleMessageHandler(ConsoleMessageHandler); // attempt at AA : Taken from http://www.xnasociety.com/articles/4 graphics.PreferMultiSampling = true; graphics.PreparingDeviceSettings += DeviceSettings; graphics.ApplyChanges(); base.Initialize(); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { input = (InputHandler)Game.Services.GetService(typeof(IInputHandler)); console = (DeveloperConsole)Game.Services.GetService(typeof(IDeveloperConsole)); console.MessageHandler += new DeveloperConsole.DeveloperConsoleMessageHandler(ConsoleMessageHandler); camera = (Camera)Game.Services.GetService(typeof(ICamera)); guimanager = (GUIManager)Game.Services.GetService(typeof(IGUIManager)); // Define the World Simulator = new PhysicsSimulator(new Vector2(0, 8)); debugView = new PhysicsSimulatorView(Simulator); base.Initialize(); controlPanel = new GUIPhysicsControls(Game); controlPanel.Initialize(); guimanager.AddComponent(controlPanel); GUIButton btn = (GUIButton)controlPanel.getComponent("pause"); btn.OnMouseClick += new GUIButton.MouseClickHandler(PauseButtonMouseClick); btn = (GUIButton)controlPanel.getComponent("play"); btn.OnMouseClick += new GUIButton.MouseClickHandler(PlayButtonMouseClick); statusLabel = (GUILabel)controlPanel.getComponent("status"); //start off paused. Paused = true; GUICheckbox cb = (GUICheckbox)controlPanel.getComponent("debugdraw"); cb.CheckStateChange += new GUICheckbox.CheckChangeEventHandler(DebugDrawCheckStateChanged); cb.Checked = debugDraw; }
public override void Initialize() { base.Initialize(); ScreenCentre.X = Game.GraphicsDevice.Viewport.Width / 2; ScreenCentre.Y = Game.GraphicsDevice.Viewport.Height / 2; input = (InputHandler)Game.Services.GetService(typeof(IInputHandler)); console = (DeveloperConsole)Game.Services.GetService(typeof(IDeveloperConsole)); console.MessageHandler += new DeveloperConsole.DeveloperConsoleMessageHandler(ConsoleMessageHandler); }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here screenCentre = new Vector2(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height / 2); Mouse.SetPosition(Convert.ToInt32(screenCentre.X), Convert.ToInt32(screenCentre.Y)); console = (DeveloperConsole)Game.Services.GetService(typeof(IDeveloperConsole)); base.Initialize(); }
public virtual void Initialise(Game game, Vector2 startingPosition) { camera = (Camera)game.Services.GetService(typeof(ICamera)); physicsManager = (PhysicsManager)game.Services.GetService(typeof(IPhysicsManager)); console = (DeveloperConsole)game.Services.GetService(typeof(IDeveloperConsole)); this.game = game; screenCentre.X = game.GraphicsDevice.Viewport.Width / 2; screenCentre.Y = game.GraphicsDevice.Viewport.Height / 2; ScreenDepth = 0.0f; WorldPosition = startingPosition; }
protected override void LoadContent() { base.LoadContent(); artBatch = new SpriteBatch(GraphicsDevice); gridBatch = new PrimitiveBatch(GraphicsDevice); input = (InputHandler)Game.Services.GetService(typeof(IInputHandler)); camera = (Camera)Game.Services.GetService(typeof(ICamera)); console = (DeveloperConsole)Game.Services.GetService(typeof(IDeveloperConsole)); guimanager = (GUIManager)Game.Services.GetService(typeof(IGUIManager)); console.MessageHandler += new DeveloperConsole.DeveloperConsoleMessageHandler(ConsoleMessageHandler); LoadLevel(LevelFilename); InitEditor(); //Random r = new Random(); //for (var i = 0; i < 100; i++) //{ // DynamicObjects.Add(new DynamicLevelObject(Game, new Vector2(r.Next(200)-100, 50 - r.Next(400)), @"LevelArt\WallTest01")); //} }