protected override void Initialize() { log.Info("Initializing game engine..."); base.Initialize(); DebugCommandUI.RegisterCommand("toggle-debug", "Turn debug mode on or off", CoreCommands.ToggleDebugCommand); DebugCommandUI.RegisterCommand("toggle-sound", "Turn sound on or off", CoreCommands.ToggleSoundCommand); RegisterConsoleCommands(); }
public static void Initialize(Game g) { _debugManager = new DebugManager(g); g.Components.Add(_debugManager); _debugCommandUI = new DebugCommandUI(g); _debugCommandUI.DrawOrder = int.MaxValue; g.Components.Add(_debugCommandUI); _fpsCounter = new FpsCounter(g); g.Components.Add(_fpsCounter); _memTracker = new MemoryTracker(g); g.Components.Add(_memTracker); _currentRuler = new TimeRuler(g); g.Components.Add(_currentRuler); _timeHistory = new TimeHistory(g, _currentRuler); g.Components.Add(_timeHistory); }
protected override void LoadContent() { renderer.LoadContent(); GameDataLoader.LoadContent(Content); base.LoadContent(); LevelEditor = new Editor.Editor(this); eventAggregationManager.AddListener(new GoreFactory(this), true); eventAggregationManager.AddListener(new SpawnPlayersHandler(this), true); eventAggregationManager.AddListener(new StartGameHandler(this), true); eventAggregationManager.AddListener(new CheckGameStateHandler(this), true); eventAggregationManager.AddListener(new ShootHandler(this), true); eventAggregationManager.AddListener(new PowerupPickedUpHandler(this), true); eventAggregationManager.SendMessage(new StartGameMessage()); DebugCommandUI = new DebugCommandUI(this, DefaultFont); Components.Add(DebugCommandUI); }
private void RegisterConsoleCommands() { DebugCommandUI.RegisterCommand("toggle-edit", "Turn level editor mode on or off", LevelEditor.ToggleEditModeCommand); }