Esempio n. 1
0
        public void StartGame(IGame game)
        {
            //Rendering the text at a 4 time higher resolution than the actual game, so it will still look sharp when maximizing the window.
            GLText.TextResolutionFactorX = 4;
            GLText.TextResolutionFactorY = 4;

            game.Events.OnLoad.Subscribe(async() =>
            {
                game.Factory.Resources.ResourcePacks.Add(new ResourcePack(new FileSystemResourcePack(AGSGame.Device.FileSystem), 0));
                game.Factory.Resources.ResourcePacks.Add(new ResourcePack(new EmbeddedResourcesPack(AGSGame.Device.Assemblies.EntryAssembly), 1));
                game.Factory.Fonts.InstallFonts("../../Assets/Fonts/pf_ronda_seven.ttf", "../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF");
                AGSGameSettings.DefaultSpeechFont     = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/pf_ronda_seven.ttf", 14f, FontStyle.Regular);
                AGSGameSettings.DefaultTextFont       = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF", 14f, FontStyle.Regular);
                AGSGameSettings.CurrentSkin           = null;
                game.State.RoomTransitions.Transition = AGSRoomTransitions.Fade();
                setKeyboardEvents(game);
                Shaders.SetStandardShader();

                addDebugLabels(game);
                Debug.WriteLine("Startup: Loading Assets");
                await loadPlayerCharacter(game);
                Debug.WriteLine("Startup: Loaded Player Character");
                await loadSplashScreen(game);
            });
        }
Esempio n. 2
0
        public static void Run()
        {
            IGame game = AGSGame.CreateEmpty();

            _gameDebugView = new Lazy <GameDebugView>(() =>
            {
                var gameDebugView = new GameDebugView(game);
                gameDebugView.Load();
                return(gameDebugView);
            });

            //Rendering the text at a 4 time higher resolution than the actual game, so it will still look sharp when maximizing the window.
            GLText.TextResolutionFactorX = 4;
            GLText.TextResolutionFactorY = 4;

            game.Events.OnLoad.Subscribe(async() =>
            {
                game.Factory.Fonts.InstallFonts("../../Assets/Fonts/pf_ronda_seven.ttf", "../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF");
                AGSGameSettings.DefaultSpeechFont     = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/pf_ronda_seven.ttf", 14f, FontStyle.Regular);
                AGSGameSettings.DefaultTextFont       = game.Factory.Fonts.LoadFontFromPath("../../Assets/Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF", 14f, FontStyle.Regular);
                AGSGameSettings.CurrentSkin           = null;
                game.State.RoomTransitions.Transition = AGSRoomTransitions.Fade();
                setKeyboardEvents(game);
                Shaders.SetStandardShader();

                addDebugLabels(game);
                Debug.WriteLine("Startup: Loading Assets");
                await loadPlayerCharacter(game);
                Debug.WriteLine("Startup: Loaded Player Character");
                await loadSplashScreen(game);
            });

            game.Start(new AGSGameSettings("Demo Game", new AGS.API.Size(320, 200),
                                           windowSize: new AGS.API.Size(640, 400), windowState: WindowState.Normal));
        }