/// <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(); }
/// <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(); }