Esempio n. 1
0
        /// <summary>
        /// Initializes a new instance of the Game1 class.
        /// </summary>
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
#if WINDOWS
            graphics.PreferredBackBufferWidth  = 1024;
            graphics.PreferredBackBufferHeight = 576;
#else
            var curDisplayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;
            graphics.PreferredBackBufferWidth  = curDisplayMode.Width;
            graphics.PreferredBackBufferHeight = curDisplayMode.Height;
#endif
            var gamerService = new GamerServicesComponent(this);
            Components.Add(gamerService);

            storageService = new StorageService(this, "Bnoerj Storage Sample");
            Components.Add(storageService);

            activeGamePadState    = new ActiveGamePadState();
            previousGamePadStates = new GamePadState[]
            {
                new GamePadState(),
                new GamePadState(),
                new GamePadState(),
                new GamePadState(),
            };

            text       = new StringBuilder();
            statusText = new StringBuilder();
        }
        public TechCraftGame()
            : base()
        {
            ShowDebugInfo = false;

            _graphics = new GraphicsDeviceManager(this);
            _graphics.IsFullScreen = false;

            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 600;
            //   _graphics.PreferredBackBufferWidth = 160;
            // _graphics.PreferredBackBufferHeight = 100;
            _graphics.PreparingDeviceSettings += PrepareDeviceSettings;

            //those two will be changed when pressing F3 for debug / profiling
            _graphics.SynchronizeWithVerticalRetrace = true;
            IsFixedTimeStep = true;

            _graphics.PreferMultiSampling = false;

            _gamerServices = new GamerServicesComponent(this);
            this.Components.Add(_gamerServices);

            Content.RootDirectory = "Content";

            _threads      = new List <Thread>();
            _stateManager = new StateManager(this);
            _inputState   = new InputState();
        }
        public override void Initialize()
        {
#if XBOX
            _Component = new GamerServicesComponent(Game);
            _Component.Initialize();
#endif
        }
Esempio n. 4
0
        /// <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
            scheduler       = new CleverRake.XnaUtils.CoopMultiTasking.Sys.Scheduler();
            menuEnvironment = new CleverRake.XnaUtils.CoopMultiTasking.Sys.Environment(scheduler);
            screenManager   = new CleverRake.XnaUtils.Application.ScreenManager(this, this);
#if XBOX360
            scheduler.AddTask(CleverRake.StolpSkott.Menus.mainTask(menuEnvironment, screenManager));
#else
            scheduler.AddTask(CleverRake.StolpSkott.Menus.quickTask(menuEnvironment));
#endif
            this.Components.Add(screenManager);

            var gamerServices = new GamerServicesComponent(this);
            this.Components.Add(gamerServices);

            CleverRake.StolpSkott.Menus.registerStartGame(playerIndex =>
            {
                screenManager.Enabled = false;
                screenManager.Visible = false;
                gameplay            = new CleverRake.StolpSkott.Gameplay.MatchGameplay(this, this.Content, PlayerIndex.One, CleverRake.StolpSkott.Team.TeamSide.TeamA);
                gameplay.MatchOver += (src, score) =>
                {
                    this.Components.Remove(gameplay);
                    screenManager.Enabled = true;
                    screenManager.Visible = true;
                    scheduler.AddTask(CleverRake.StolpSkott.Menus.afterMatch(menuEnvironment, screenManager, playerIndex, score.Item1, score.Item2));
                };
                this.Components.Add(gameplay);
            });
            base.Initialize();
        }
Esempio n. 5
0
        //* ────────────-_______________________*
        //* constructor & destructor ───────────────────────*

        //* -----------------------------------------------------------------------*
        /// <summary>コンストラクタ。</summary>
        ///
        /// <param name="game">ゲーム コンポーネントをアタッチするゲーム。</param>
        public CGuideWrapper(Game game)
        {
            if (instance != null)
            {
                throw new InvalidOperationException(
                          string.Format(Resources.CLASS_ERR_SINGLETON, typeof(CGuideWrapper).FullName));
            }
            instance  = this;
            this.game = game;
            try
            {
                gsc = new GamerServicesComponent(game);
                game.Components.Add(gsc);
                isAvaliableUseGamerService = true;
            }
            catch (Exception e)
            {
                CLogger.add(Resources.LIVE_WARN_FAILED);
                CLogger.add(e);
                removeGamerServiceComponent();
            }
#if WINDOWS
            iconset[(int)MessageBoxIcon.None]    = System.Windows.Forms.MessageBoxIcon.None;
            iconset[(int)MessageBoxIcon.Error]   = System.Windows.Forms.MessageBoxIcon.Exclamation;
            iconset[(int)MessageBoxIcon.Warning] = System.Windows.Forms.MessageBoxIcon.Information;
            iconset[(int)MessageBoxIcon.Alert]   = System.Windows.Forms.MessageBoxIcon.Stop;
#endif
        }
Esempio n. 6
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        /// <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()
        {
            //Guide.SimulateTrialMode = true;


            // TODO: Add your initialization logic here
            GameAudio.audioEngine = new AudioEngine(@"Content\Audio\GameAudio.xgs");


            GameAudio.waveBank  = new WaveBank(GameAudio.audioEngine, @"Content\Audio\Wave Bank.xwb");
            GameAudio.soundBank = new SoundBank(GameAudio.audioEngine, @"Content\Audio\Sound Bank.xsb");

            GameAudio.Initialize();
            spriteBatch = new SpriteBatch(GraphicsDevice);

            Services.AddService(typeof(SpriteBatch), spriteBatch);

            // Create a new SpriteBatch, which can be used to draw textures.


            gameEngine = new GameEngine(this);
            gameEngine.LoadGameComponents(this, levelNumber);
            gameEngine.Enabled = false;
            gameEngine.Visible = false;
            Components.Add(gameEngine);
            gameMenu = new GameMenu(this);
            gameMenu.Initialize();
            gameMenu.Enabled = true;
            gameMenu.Visible = true;
            Components.Add(gameMenu);
            gamerServiceComponent = new GamerServicesComponent(this);
            Components.Add(gamerServiceComponent);
            base.Initialize();
        }
Esempio n. 7
0
        /// <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
            gamerServices = new GamerServicesComponent(this);
            Components.Add(gamerServices);
            // Components.Add(new GamerServicesComponent(this));

            base.Initialize();
        }
Esempio n. 8
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        public void Init(ApplicationDesc desc)
        {
                        #if XNA
            graphics = new GraphicsDeviceManager(this);
            graphics.PreparingDeviceSettings       += graphics_PreparingDeviceSettings;
            graphics.SynchronizeWithVerticalRetrace = true;

            if (desc.DepthBit == -1)
            {
                graphics.PreferredDepthStencilFormat = DepthFormat.Depth24;
            }
            else if (desc.DepthBit == 24 && desc.StencilBit == 8)
            {
                graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
            }
            else if (desc.DepthBit == 24 && desc.StencilBit == 0)
            {
                graphics.PreferredDepthStencilFormat = DepthFormat.Depth24;
            }
            else if (desc.DepthBit == 16)
            {
                graphics.PreferredDepthStencilFormat = DepthFormat.Depth16;
            }
            else if (desc.DepthBit == 0)
            {
                graphics.PreferredDepthStencilFormat = DepthFormat.None;
            }
            else
            {
                Debug.ThrowError("XNAApplication", string.Format("Unsuported DepthBit: {0} or StencilBit: {1}", desc.DepthBit, desc.StencilBit));
            }

            var frame = desc.FrameSize;
                        #if XBOX360
            if (frame.Width == 0 || frame.Height == 0)
            {
                var display = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;
                frame = new Size2(display.Width, display.Height);
            }
            graphics.PreferredBackBufferWidth  = frame.Width;
            graphics.PreferredBackBufferHeight = frame.Height;
                        #else
            if (frame.Width == 0 || frame.Height == 0)
            {
                frame = (OS.ScreenSize.ToVector2() / 1.5f).ToSize2();
            }
            graphics.PreferredBackBufferWidth  = frame.Width;
            graphics.PreferredBackBufferHeight = frame.Height;
                        #endif

            var gsc = new GamerServicesComponent(this);
            Components.Add(gsc);

            Content.RootDirectory = "";
                        #endif
        }
Esempio n. 9
0
        /// <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
            screenManager = new ScreenManager(this, (IUiContentProvider)this);
            mainComponent = new Main.Main <Game1>(this, screenManager, Main.SignedInRequirement.MustSignIn);
            base.Components.Add(screenManager);
            base.Components.Add(mainComponent);

            gamerServices = new GamerServicesComponent(this);
            base.Components.Add(gamerServices);

            base.Initialize();
        }
Esempio n. 10
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 static SharedResources()
 {
     Game                    = null;
     SpriteBatch             = null;
     FontManager             = null;
     AudioEngine             = null;
     WaveBank                = null;
     SoundBank               = null;
     GraphicsDeviceReady     = true;
     GraphicsDeviceResetting = false;
     StorageDevice           = null;
     GamerServices           = null;
 }
Esempio n. 11
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        /// <summary>
        /// Creates a new execption debug game.
        /// </summary>
        /// <param name="exception">The exception to display.</param>
        public ExceptionDebugGame(Exception exception)
        {
            Exception = exception;
            FontName  = "Fonts/TextSmall";

            new GraphicsDeviceManager(this)
            {
                PreferredBackBufferWidth  = 1280,
                PreferredBackBufferHeight = 720
            };

            // do not add this as a component because we do not want it to be
            // reinitialized if the faulting game has already initialized it;
            // instead we only want to call Update on it
            _services = new GamerServicesComponent(this);

            Content.RootDirectory = "Content";
        }
Esempio n. 12
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 protected override void Initialize()
 {
     JavaLibGame.GSC = new GamerServicesComponent((Game)this);
     this.Components.Add((IGameComponent)JavaLibGame.GSC);
     try
     {
         base.Initialize();
     }
     //catch (GameUpdateRequiredException ex)
     //{
     //    XNAConnect.PromptForUpdate();
     //}
     catch (Exception ex)
     {
     }
     this.loadThread = new System.Threading.Thread(new ThreadStart(this.MyCallbackFunction));
     this.loadThread.Start();
 }
Esempio n. 13
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        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth  = GlobalGameConstants.GameResolutionWidth;
            graphics.PreferredBackBufferHeight = GlobalGameConstants.GameResolutionHeight;

#if PROFILE
            //this.IsFixedTimeStep = false;
            //graphics.SynchronizeWithVerticalRetrace = false;
            //graphics.ApplyChanges();
#endif
            // for onscreen keyboard and profiles
            GamerServicesComponent GSC = new GamerServicesComponent(this);
            Components.Add(GSC);

            exitGame = false;

            Content.RootDirectory = "Content";
        }
Esempio n. 14
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 public override void Initialize()
 {
     base.Initialize();
     //  look for gamer services, if present
     foreach (GameComponent gc in Game.Components)
     {
         if (typeof(GamerServicesComponent).IsAssignableFrom(gc.GetType()))
         {
             GamerServices = (GamerServicesComponent)gc;
             break;
         }
     }
     //  if not present, add my own
     if (GamerServices == null)
     {
         GamerServices = new GamerServicesComponent(Game);
         GameInstance.Components.Add(GamerServices);
         ownsServices = true;
     }
 }
Esempio n. 15
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        public TechCraftGame()
            : base()
        {
            _graphics = new GraphicsDeviceManager(this);
            _graphics.IsFullScreen = false;

            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 600;
            //   _graphics.PreferredBackBufferWidth = 160;
            // _graphics.PreferredBackBufferHeight = 100;
            _graphics.PreparingDeviceSettings       += PrepareDeviceSettings;
            _graphics.SynchronizeWithVerticalRetrace = true;
            _graphics.PreferMultiSampling            = false;

            _gamerServices = new GamerServicesComponent(this);
            this.Components.Add(_gamerServices);

            Content.RootDirectory = "Content";

            _threads      = new List <Thread>();
            _stateManager = new StateManager(this);
            _inputState   = new InputState();
        }
Esempio n. 16
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        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main(string[] args)
        {
            ScallyWagsApp     game            = null;
            GameModule        gameModule      = new GameModule();
            WinScreenModule   winScreenModule = new WinScreenModule();
            LooseScreenModule loseModule      = new LooseScreenModule();

            GamerServicesComponent services = new GamerServicesComponent(null);

            if (Settings.START_GAME_MODULE)
            {
                try
                {
                    game = new ScallyWagsApp(gameModule);
                    //game.AddModule(new MenuModule());
                    game.AddModule(winScreenModule);

                    game.Run();
                }
                catch (Exception ex)
                {
                    Error.Trace("Error: " + ex.Message);
                    Error.Trace("Stack Trace: \n\n" + ex.StackTrace);
                }
            }
            else
            {
                game = new ScallyWagsApp(new SplashModule());
                game.AddModule(new MenuModule());
                game.AddModule(gameModule);
                game.AddModule(winScreenModule);
                game.AddModule(loseModule);

                //game.AddModule(new CreditsModule());
                game.Run();
            }
        }
Esempio n. 17
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        protected override void Initialize()
        {
            // Set the game to a 1080 × 720 window
            graphics.PreferredBackBufferWidth  = 1080;
            graphics.PreferredBackBufferHeight = 720;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();

            this.Assets = new Functions.AssetHolder(this.Content);
            //Load models.
            this.Assets.SaveAsset <Model>("tree", "Models/Model/three 3");
            this.Assets.SaveAsset <Model>("coal", "Models/Coal v4");
            this.Assets.SaveAsset <Model>("meteor", "Models/Model/meteor");
            this.Assets.SaveAsset <Model>("star", "Models/Model/star");
            this.Assets.SaveAsset <Model>("stone", "Models/Model/stoneObstacle");
            this.Assets.SaveAsset <Model>("eyes", "Models/Model/eyes");
            this.Assets.SaveAsset <Model>("skysphere", "Models/meteoriet");

            //Load textures.
            #region Backgrounds
            //Backgrounds.
            this.Assets.SaveAsset <Texture2D>("credits", "Textures/Menu/credits");
            this.Assets.SaveAsset <Texture2D>("gameover", "Textures/Menu/gameover");
            this.Assets.SaveAsset <Texture2D>("spacebackground", "Textures/Menu/spacebackground");
            this.Assets.SaveAsset <Texture2D>("greenhills", "Textures/Menu/greenhills");
            #endregion
            #region Menu level buttons
            //Menu level buttons.
            this.Assets.SaveAsset <Texture2D>("one", "Textures/Menu/greenhillsbutton");
            this.Assets.SaveAsset <Texture2D>("onesel", "Textures/Menu/greenhillsbuttonselected");
            this.Assets.SaveAsset <Texture2D>("two", "Textures/Menu/firststeps");
            this.Assets.SaveAsset <Texture2D>("twosel", "Textures/Menu/firststepsselected");
            this.Assets.SaveAsset <Texture2D>("three", "Textures/Menu/forestfire");
            this.Assets.SaveAsset <Texture2D>("threesel", "Textures/Menu/forestfireselected");
            this.Assets.SaveAsset <Texture2D>("four", "Textures/Menu/readyfortakeoff");
            this.Assets.SaveAsset <Texture2D>("foursel", "Textures/Menu/readyfortakeoffselected");
            this.Assets.SaveAsset <Texture2D>("five", "Textures/Menu/finale");
            this.Assets.SaveAsset <Texture2D>("fivesel", "Textures/Menu/finaleselected");
            #endregion
            #region GUI
            //GUI.
            this.Assets.SaveAsset <Texture2D>("lightbeam", "GUI/LightBeam");
            this.Assets.SaveAsset <Texture2D>("circletree", "GUI/CircleTree");
            this.Assets.SaveAsset <Texture2D>("circle", "GUI/Circle");
            #endregion
            #region Water
            //Water.
            this.Assets.SaveAsset <Texture2D>("wave", "Textures/Water/waves");
            this.Assets.SaveAsset <Texture2D>("water", "Textures/Water/baseWater");
            #endregion
            #region Terrain textures
            //Terrain textures.
            this.Assets.SaveAsset <Texture2D>("ash", "Textures/Ground/rock");                //Terrain ash.
            this.Assets.SaveAsset <Texture2D>("sand", "Textures/Ground/detailsand");         //Terrain sand.
            this.Assets.SaveAsset <Texture2D>("grass", "Textures/Ground/simplewetgrass");    //Terrain grass.
            this.Assets.SaveAsset <Texture2D>("drygrass", "Textures/Ground/simplegrass");    //Terrain drygrass.
            this.Assets.SaveAsset <Texture2D>("rock", "Textures/Ground/rock");               //Terrain rock.
            this.Assets.SaveAsset <Texture2D>("mud", "Textures/Ground/mud");                 //Terrain mud.
            this.Assets.SaveAsset <Texture2D>("flowers", "Textures/Ground/wetflowers");      //Terrain flowers.
            this.Assets.SaveAsset <Texture2D>("drygrassflowers", "Textures/Ground/flowers"); //Terrain drygrassflowers.
            #endregion
            #region Height-, Texture and Modelmaps
            //Height-, Texture- and Modelmaps.
            //Tutorial.
            this.Assets.SaveAsset <Texture2D>("MMtutorial", "Textures/Modelmaps/MMTutorial");
            this.Assets.SaveAsset <Texture2D>("HMtutorial", "Textures/Heightmaps/HMTutorial");
            this.Assets.SaveAsset <Texture2D>("TMtutorial", "Textures/Texturemaps/TMTutorial");
            this.Assets.SaveAsset <Texture2D>("SMtutorial", "Textures/ScoreMaps/SMTutorial");
            //LevelZero.
            this.Assets.SaveAsset <Texture2D>("MMzero", "Textures/Modelmaps/MMLevelZero");
            this.Assets.SaveAsset <Texture2D>("HMzero", "Textures/Heightmaps/HMLevelZero");
            this.Assets.SaveAsset <Texture2D>("TMzero", "Textures/Texturemaps/TMLevelZero");
            this.Assets.SaveAsset <Texture2D>("SMzero", "Textures/ScoreMaps/SMLevelZero");
            //LevelOne.
            this.Assets.SaveAsset <Texture2D>("MMone", "Textures/Modelmaps/MMLevelOne");
            this.Assets.SaveAsset <Texture2D>("HMone", "Textures/Heightmaps/HMLevelOne");
            this.Assets.SaveAsset <Texture2D>("TMone", "Textures/Texturemaps/TMLevelOne");
            this.Assets.SaveAsset <Texture2D>("SMone", "Textures/ScoreMaps/SMLevelOne");
            //LevelTwo.
            this.Assets.SaveAsset <Texture2D>("MMtwo", "Textures/Modelmaps/MMLevelTwo");
            this.Assets.SaveAsset <Texture2D>("HMtwo", "Textures/Heightmaps/HMLevelTwo");
            this.Assets.SaveAsset <Texture2D>("TMtwo", "Textures/Texturemaps/TMLevelTwo");
            this.Assets.SaveAsset <Texture2D>("SMtwo", "Textures/ScoreMaps/SMLevelTwo");
            //LevelThree.
            this.Assets.SaveAsset <Texture2D>("MMthree", "Textures/Modelmaps/MMLevelThree");
            this.Assets.SaveAsset <Texture2D>("HMthree", "Textures/Heightmaps/HMLevelThree");
            this.Assets.SaveAsset <Texture2D>("TMthree", "Textures/Texturemaps/TMLevelThree");
            this.Assets.SaveAsset <Texture2D>("SMthree", "Textures/ScoreMaps/SMLevelThree");
            #endregion
            #region Controller spritesheets
            //Controller spritesheets.
            this.Assets.SaveAsset <Texture2D>("tutleftstick", "GUI/ControllerLeftStick");
            this.Assets.SaveAsset <Texture2D>("tutrightstick", "GUI/ControllerRightStick");
            #endregion
            #region Particles
            //Particles.
            this.Assets.SaveAsset <Texture2D>("fireparticle", "Textures/Particles/fire");
            this.Assets.SaveAsset <Texture2D>("meteorparticle", "Textures/Particles/meteor");
            this.Assets.SaveAsset <Texture2D>("sparkparticle", "Textures/Particles/spark");
            this.Assets.SaveAsset <Texture2D>("spreadparticle", "Textures/Particles/flamespread");
            #endregion
            #region Player hud
            //Player hud.
            this.Assets.SaveAsset <Texture2D>("healthbar", "Textures/healthbar");
            this.Assets.SaveAsset <Texture2D>("lockedmeteorhud", "Textures/Hud/lockedMeteorHud");
            this.Assets.SaveAsset <Texture2D>("meteorhud", "Textures/Hud/meteorHud");
            #endregion

            //Load songs.
            this.Assets.SaveAsset <Song>("story", "Music/story");
            this.Assets.SaveAsset <Song>("credits", "Music/credits");
            this.Assets.SaveAsset <Song>("flamesmall", "Music/flame2v1");
            this.Assets.SaveAsset <Song>("flamemedium", "Music/flame2v2");
            this.Assets.SaveAsset <Song>("flamebig", "Music/flame on! grass");

            //Load soundeffects.
            this.Assets.SaveAsset <SoundEffect>("collectmeteor", "Music/Soundeffects/collect meteor");
            this.Assets.SaveAsset <SoundEffect>("treefall", "Music/Soundeffects/tree fall");
            this.Assets.SaveAsset <SoundEffect>("watersplash", "Music/Soundeffects/water-splash-3");
            this.Assets.SaveAsset <SoundEffect>("burnsomething", "Music/Soundeffects/matches-1");
            this.Assets.SaveAsset <SoundEffect>("collectstar", "Music/Soundeffects/collect star");

            //Load effects.
            this.Assets.SaveAsset <Effect>("bbeffect", "Effects/bbEffect");
            this.Assets.SaveAsset <Effect>("sky", "Effects/SkyEffect");
            this.Assets.SaveAsset <Effect>("particle", "Effects/ParticleEffect");
            this.Assets.SaveAsset <Effect>("effect", "Effects/Effect");
            this.Assets.SaveAsset <Effect>("terrain", "Effects/TerrainEffect");
            this.Assets.SaveAsset <Effect>("water", "Effects/waterEffect");
            this.Assets.SaveAsset <Effect>("wave", "Effects/waterEffect");

            //Load texturecubes.
            this.Assets.SaveAsset <TextureCube>("sky", "Textures/skybox/greenhillscubemap");

            //Load spritefonts.
            this.Assets.SaveAsset <SpriteFont>("font", "SpriteFont1");

            Window.Title = "Little Flame";

#if XBOX
            gamerService = new GamerServicesComponent(this);
            Components.Add(gamerService);
#endif

            base.Initialize();
        }