/// <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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); Master.SetClearColor(Color.CornflowerBlue); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); base.Initialize(); }
private void InitializeLocal() { this._imageOrigin = getTextureOrigin(); imageOffset = 300 + this._imageOrigin.Y; //testing, but fits the screen nicely. //imageOffset = 196 + this._imageOrigin.Y; //old, for 64x64 radius = (ViewportHandler.GetHeight() / 2) + imageOffset; // bad chris }
public TestCreditState() { int y = ViewportHandler.GetWidth(); int x = ViewportHandler.GetHeight(); foreach (string key in creditsData) { Credits.Add(new Credit()); Credits[Credits.Count() - 1].creditText = key; Credits[Credits.Count() - 1].position.X = x / 2; Credits[Credits.Count() - 1].position.Y = y / 2; y += 100; } MenuText = "Credit Test"; LoadContent(); }
protected override void LoadContent() { device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(device); if (resultionIndependent) { GameResolutionWidth = ViewportHandler.GetWidth(); GameResolutionHeight = ViewportHandler.GetHeight(); } else { GameResolutionWidth = device.PresentationParameters.BackBufferWidth; GameResolutionHeight = device.PresentationParameters.BackBufferHeight; } }
private void ComputeResolution() { //float deviceWidth; //float deviceHeight; float leftX, rightX, topY, bottomY; //deviceWidth = Screen.width; //deviceHeight = Screen.height; if (constraint == Constraint.Landscape) { //camera.orthographicSize : half of the vertical size of the camera //camera.aspect : width divided by height camera.orthographicSize = 1f / camera.aspect * UnitsSize / 2f; } else { camera.orthographicSize = UnitsSize / 2f; } _height = 2f * camera.orthographicSize; _width = _height * camera.aspect; float cameraX, cameraY; cameraX = camera.transform.position.x; cameraY = camera.transform.position.y; leftX = cameraX - _width / 2; rightX = cameraX + _width / 2; topY = cameraY + _height / 2; bottomY = cameraY - _height / 2; //*** bottom _bl = new Vector3(leftX, bottomY, 0); _bc = new Vector3(cameraX, bottomY, 0); _br = new Vector3(rightX, bottomY, 0); //*** middle _ml = new Vector3(leftX, cameraY, 0); _mc = new Vector3(cameraX, cameraY, 0); _mr = new Vector3(rightX, cameraY, 0); //*** top _tl = new Vector3(leftX, topY, 0); _tc = new Vector3(cameraX, topY, 0); _tr = new Vector3(rightX, topY, 0); Instance = this; }
private void CreateGrid() { int screenWidth = ViewportHandler.GetWidth(); int screenHeight = ViewportHandler.GetHeight(); int boxWidth = screenWidth / gridBoxesHorizontal; int boxHeight = screenHeight / gridBoxesVertical; for (int x = 0; x <= screenWidth; x += boxWidth) { lines.Add(drawingHelper.CreateLine(1, Color.White, new Vector2(x, 0), new Vector2(x, screenHeight))); } for (int y = 0; y <= screenHeight; y += boxHeight) { lines.Add(drawingHelper.CreateLine(1, Color.White, new Vector2(0, y), new Vector2(screenWidth, y))); } }
/// <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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); graphics.SynchronizeWithVerticalRetrace = true; CGraphics.fullScreenRenderTarget = new RenderTarget2D(CGraphics.GPU, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24); _fpsTimer.Elapsed += new ElapsedEventHandler(_fpsHandler); _fpsTimer.Enabled = true; _fpsTimer.Start(); Master.SetClearColor(Color.Black); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); CMasterControl.glblInput = Master.GetInputManager().GetCurrentInputHandler() as Input.CInput; CMasterControl.healthController = new Actors.HUD.health.CHealthController(20, 78); CMasterControl.magicMeter = new Actors.HUD.magic.CMagicMeter(); scaleMatrix = Matrix.CreateScale( 3f, 3f, 1f); base.Initialize(); }
protected override void Initialize() { //GEARSDEBUG VERSION. This is the version of the game module, not the VGE. VersionManager.Version = "ALPHA"; //Register our Game to Master Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(GameResolutionWidth, GameResolutionHeight); graphics.PreferredBackBufferWidth = WindowResolutionWidth; graphics.PreferredBackBufferHeight = WindowResolutionHeight; //graphics. graphics.IsFullScreen = false; //graphics. graphics.ApplyChanges(); #if DEBUG Window.Title = "Gears [Debug] v." + VersionManager.Version + " using GearsVGE v." + VersionManager.GearsVGEVersion; // MAYBE TODO: Make this enum based for easier switching? // DEBUG :: The uncommented line will change the default state that runs first. // Only one of the following Master.Push() lines should be uncommented at a time. //Master.Push(new Splash()); //Uncomment this line to start game normally. Master.Push(new DebugBootstrapper()); //Uncomment this line to start the game with debug menu. // END of Master.Push() lines #else //release Window.Title = "Gears v." + VersionManager.Version; Master.Push(new Splash()); //Start game normally #endif Gears.Cloud.Media.AudioPlayer.start(); //Master.GetInputManager().GetCurrentInputHandler() base.Initialize(); }
private void Awake() { camera = GetComponent <Camera>(); Instance = this; ComputeResolution(); }
private void Awake() { camera = GetComponent<Camera>(); Instance = this; ComputeResolution(); }
private void Initialize() { splashRectangle = new Rectangle(0, 0, ViewportHandler.GetWidth(), ViewportHandler.GetHeight()); }
private void Initialize() { menuItemFont = Master.GetGame().Content.Load <SpriteFont>(@"Fonts\MenuItem"); safeArea = ViewportHandler.GetViewport().TitleSafeArea; }
private void InitializeLocal() { imageOffset = 196 + this._imageOrigin.Y; radius = (ViewportHandler.GetHeight() / 2) + imageOffset;// bad chris }
protected override void Draw(GameTime gameTime) { Vector3 screenScalingFactor; if (resultionIndependent) { float horScaling = (float)device.PresentationParameters.BackBufferWidth / ViewportHandler.GetWidth(); float verScaling = (float)device.PresentationParameters.BackBufferHeight / ViewportHandler.GetHeight(); screenScalingFactor = new Vector3(horScaling, verScaling, 1); } else { screenScalingFactor = new Vector3(1, 1, 1); } Matrix globalTransformation = Matrix.CreateScale(screenScalingFactor); /**************************************/ device.Clear(Master.GetClearColor()); //spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None, globalTransformation); spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, RasterizerState.CullNone, null, globalTransformation); //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);//, SaveStateMode.None);//, ViewportHandler.GetScaleMatrix()); Master.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }