Inheritance: SadConsole.Consoles.Console
Esempio n. 1
0
        protected override void Initialize()
        {
            // Let the XNA framework show the mouse.
            IsMouseVisible  = true;
            IsFixedTimeStep = true;

            // Initialize the SadConsole engine and the first effects library (provided by the SadConsole.Effects.dll binary)
            SadConsole.Engine.Initialize(graphics, "Cheepicus12.font", 40, 25);

            // Tell SadConsole to track the mouse.
            SadConsole.Engine.UseMouse = true;

            // Create the default console, show the cursor, and let the console accept keyboard input.
            gameMenuConsole           = new GameMenuConsole();
            gameMenuConsole.PlayGame += StartGame;

            // Add the default console to the list of consoles.
            SadConsole.Engine.ConsoleRenderStack = new ConsoleList()
            {
                gameMenuConsole
            };
            SadConsole.Engine.ConsoleRenderStack[0].IsVisible = true;

            // Set the first console in the console list as the "active" console. This allows the keyboard to be processed on the console.
            SadConsole.Engine.ActiveConsole = SadConsole.Engine.ConsoleRenderStack[0];

            // Call the default initialize of the base class.
            base.Initialize();
        }
Esempio n. 2
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        protected override void Initialize()
        {
            // Let the XNA framework show the mouse.
            IsMouseVisible = true;
            IsFixedTimeStep = true;

            // Initialize the SadConsole engine and the first effects library (provided by the SadConsole.Effects.dll binary)
            SadConsole.Engine.Initialize(graphics, "Cheepicus12.font", 40, 25);

            // Tell SadConsole to track the mouse.
            SadConsole.Engine.UseMouse = true;

            // Create the default console, show the cursor, and let the console accept keyboard input.
            gameMenuConsole = new GameMenuConsole();
            gameMenuConsole.PlayGame += StartGame;

            // Add the default console to the list of consoles.
            SadConsole.Engine.ConsoleRenderStack = new ConsoleList() {
                                                                        gameMenuConsole
                                                                     };
            SadConsole.Engine.ConsoleRenderStack[0].IsVisible = true;

            // Set the first console in the console list as the "active" console. This allows the keyboard to be processed on the console.
            SadConsole.Engine.ActiveConsole = SadConsole.Engine.ConsoleRenderStack[0];

            // Call the default initialize of the base class.
            base.Initialize();
        }
Esempio n. 3
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        private static void Init()
        {
            // Setup window
            SadConsole.Game.Instance.Window.Title = "Castle Adventure - Powered by SadConsole";

            // Setup variables
            gameSpeed      = new TimeSpan(0, 0, 0, 0, gameSpeedMs);
            lastGameUpdate = new TimeSpan(0, 0, 0, 0, 0);

            // Create consoles
            gameMenuConsole           = new GameMenuConsole();
            gameMenuConsole.PlayGame += StartGame;

            SadConsole.Global.CurrentScreen = gameMenuConsole;
            SadConsole.Global.FocusedConsoles.Set(gameMenuConsole);
        }
Esempio n. 4
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        protected override void Initialize()
        {
            // Let the XNA framework show the mouse.
            IsMouseVisible  = true;
            IsFixedTimeStep = true;

            // Initialize the SadConsole engine and the first effects library (provided by the SadConsole.Effects.dll binary)
            SadConsole.Engine.Initialize(GraphicsDevice);

            // Tell SadConsole to track the mouse.
            SadConsole.Engine.UseMouse = true;

            // Load the default font.
            using (var stream = System.IO.File.OpenRead("Fonts/Cheepicus12.font"))
            {
                SadConsole.Engine.DefaultFont = SadConsole.Serializer.Deserialize <Font>(stream);
            }

            // Using the default font, resize the window to a Width,Height of cells. This example uses the MS-DOS default of 80 columns by 25 rows.
            SadConsole.Engine.DefaultFont.ResizeGraphicsDeviceManager(graphics, 40, 25, 0, 0);

            // Create the default console, show the cursor, and let the console accept keyboard input.
            gameMenuConsole           = new GameMenuConsole();
            gameMenuConsole.PlayGame += StartGame;


            // Add the default console to the list of consoles.
            SadConsole.Engine.ConsoleRenderStack = new ConsoleList()
            {
                gameMenuConsole
            };
            SadConsole.Engine.ConsoleRenderStack[0].IsVisible = true;

            // Set the first console in the console list as the "active" console. This allows the keyboard to be processed on the console.
            SadConsole.Engine.ActiveConsole = SadConsole.Engine.ConsoleRenderStack[0];

            // Call the default initialize of the base class.
            base.Initialize();
        }
Esempio n. 5
0
        protected override void Initialize()
        {
            // Let the XNA framework show the mouse.
            IsMouseVisible = true;
            IsFixedTimeStep = true;

            // Initialize the SadConsole engine and the first effects library (provided by the SadConsole.Effects.dll binary)
            SadConsole.Engine.Initialize(GraphicsDevice);

            // Tell SadConsole to track the mouse.
            SadConsole.Engine.UseMouse = true;

            // Load the default font.
            using (var stream = System.IO.File.OpenRead("Fonts/Cheepicus12.font"))
            {
                SadConsole.Engine.DefaultFont = SadConsole.Serializer.Deserialize<Font>(stream);
            }

            // Using the default font, resize the window to a Width,Height of cells. This example uses the MS-DOS default of 80 columns by 25 rows.
            SadConsole.Engine.DefaultFont.ResizeGraphicsDeviceManager(graphics, 40, 25, 0, 0);
            
            // Create the default console, show the cursor, and let the console accept keyboard input.
            gameMenuConsole = new GameMenuConsole();
            gameMenuConsole.PlayGame += StartGame;
            

            // Add the default console to the list of consoles.
            SadConsole.Engine.ConsoleRenderStack = new ConsoleList() { 
                                                                        gameMenuConsole
                                                                     };
            SadConsole.Engine.ConsoleRenderStack[0].IsVisible = true;

            // Set the first console in the console list as the "active" console. This allows the keyboard to be processed on the console.
            SadConsole.Engine.ActiveConsole = SadConsole.Engine.ConsoleRenderStack[0];

            // Call the default initialize of the base class.
            base.Initialize();
        }