Esempio n. 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            FlxS.GraphicsDevice          = GraphicsDevice;
            FlxS.GraphicsDevice.Viewport = new Viewport(0, 0, _screenSizeX, _screenSizeY);

            FlxS.RenderTarget = new RenderTarget2D(
                FlxS.GraphicsDevice,
                _gameSizeX,
                _gameSizeY,
                false,
                FlxS.GraphicsDevice.DisplayMode.Format,
                DepthFormat.None,
                0,
                RenderTargetUsage.DiscardContents);

            _fxHelperTexture = new Texture2D(FlxS.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            _fxHelperTexture.SetData(new [] { Color.White });

            FlxS.SpriteBatch = new SpriteBatch(GraphicsDevice);

            _flxGame = new FlxGame(
                _gameSizeX,
                _gameSizeY,
                _initialState,
                _zoom,
                _gameFramerate,
                _flashFramerate,
                _useSystemCursor);
        }
Esempio n. 2
0
        /// <summary>
        /// Called by <code>FlxGame</code> to set up <code>FlxG</code> during <code>FlxGame</code>'s constructor.
        /// </summary>
        internal static void init(FlxGame game, int width, int height, float zoom)
        {
            FlxG._game = game;
            FlxG.width = width;
            FlxG.height = height;

            FlxG.mute = false;
            FlxG.volume = 1.0f;
            FlxG.sounds = new FlxGroup();
            FlxG.volumeHandler = delegate { };

            //FlxG.clearBitmapCache();

            //if(flashGfxSprite == null)
            //{
            //    flashGfxSprite = new Sprite();
            //    flashGfx = flashGfxSprite.graphics;
            //}

            FlxCamera.DefaultZoom = zoom;
            //FlxG._cameraRect = new Rectangle();
            FlxG.cameras = new List<FlxCamera>();
            //FlxG.UseBufferLocking = false;

            FlxG.plugins = new List<FlxBasic>();
            //addPlugin(new DebugPathDisplay());
            //addPlugin(new TimerManager());

            FlxG.mouse = new FlxMouse();
            FlxG.keys = new FlxKeyboard();
            //FlxG.mobile = false;

            FlxG.levels = null;
            FlxG.scores = null;
            FlxG.visualDebug = false;

            // flx# stuff

            FlxG.cameras = new List<FlxCamera>();

            //FlxG.width = FlxG.graphics.PreferredBackBufferWidth;
            //FlxG.height = FlxG.graphics.PreferredBackBufferHeight;
            FlxG.bgColor = Color.Black;
            FlxG.mute = false;
            FlxG.sounds = new FlxGroup();
            FlxG.worldBounds = new FlxRect();
            FlxG.defaultFont = FlxS.ContentManager.Load<SpriteFont>("deffont");
            //FlxG.zoom = 1f;
            FlxG.pad1 = new FlxGamepad(PlayerIndex.One);
            FlxG.pad2 = new FlxGamepad(PlayerIndex.Two);
            FlxG.pad3 = new FlxGamepad(PlayerIndex.Three);
            FlxG.pad4 = new FlxGamepad(PlayerIndex.Four);
            FlxG.keys = new FlxKeyboard();
            FlxG.mouse = new FlxMouse();
            FlxCamera defaultCam = new FlxCamera(0, 0, FlxG.width, FlxG.height, FlxG.zoom);
            FlxG.addCamera(defaultCam);

            //Thread tCreate = new Thread(FlxG.state.create);
            //tCreate.Start();

            //create state last
            //FlxG.State.create();
        }
Esempio n. 3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            FlxS.GraphicsDevice = GraphicsDevice;
            FlxS.GraphicsDevice.Viewport = new Viewport(0, 0, _screenSizeX, _screenSizeY);

            FlxS.RenderTarget = new RenderTarget2D(
                FlxS.GraphicsDevice,
                _gameSizeX,
                _gameSizeY,
                false,
                FlxS.GraphicsDevice.DisplayMode.Format,
                DepthFormat.None,
                0,
                RenderTargetUsage.DiscardContents);

            _fxHelperTexture = new Texture2D(FlxS.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
            _fxHelperTexture.SetData(new [] { Color.White });

            FlxS.SpriteBatch = new SpriteBatch(GraphicsDevice);

            _flxGame = new FlxGame(
                _gameSizeX,
                _gameSizeY,
                _initialState,
                _zoom,
                _gameFramerate,
                _flashFramerate,
                _useSystemCursor);
        }