public PlatformerGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #if WINDOWS_PHONE TargetElapsedTime = TimeSpan.FromTicks(333333); #endif #if MONOMAC || WINDOWS || LINUX graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; #else graphics.IsFullScreen = true; #endif //graphics.PreferredBackBufferWidth = 800; //graphics.PreferredBackBufferHeight = 480; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; Accelerometer.Initialize(); }
private void HandleInput(GameTime gameTime) { // get all of our input states keyboardState = Keyboard.GetState(); touchState = TouchPanel.GetState(); gamePadState = virtualGamePad.GetState(touchState, GamePad.GetState(PlayerIndex.One)); accelerometerState = Accelerometer.GetState(); bool continuePressed = keyboardState.IsKeyDown(Keys.Space) || gamePadState.IsButtonDown(Buttons.A) || touchState.AnyTouch(); // Perform the appropriate action to advance the game and // to get the player back to playing. if (!wasContinuePressed && continuePressed) { if (!level.Player.IsAlive) { level.StartNewLife(); } else if (level.TimeRemaining == TimeSpan.Zero) { if (level.ReachedExit) { LoadNextLevel(); } else { ReloadCurrentLevel(); } } } wasContinuePressed = continuePressed; virtualGamePad.Update(gameTime); }
public PlatformerGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #if WINDOWS_PHONE TargetElapsedTime = TimeSpan.FromTicks(333333); #endif graphics.IsFullScreen = false; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; Accelerometer.Initialize(); // Create our lighting component and register it as a service so that subsystems can access it. penumbra = new PenumbraComponent(this) { AmbientColor = new Color(new Vector3(0.1f)) }; Services.AddService(penumbra); }