/// <summary> /// Constructor used to create a new game engine object. /// </summary> public GameEngine(int width, int height, bool fullScreen) : base() { // Normally we will setup the engine to log only warnings and errors Log.Level = LogLevels.Warning; // Create a new configuration object Configuration = new GameConfig(this); // Setup the content directory to the default nibiru folder. ContentDirectory = "Content"; // Create the graphics device that will be used by the engine. graphics = new GraphicsDeviceManager(this); // We require Vertex/Pixel Shaders version 2.0 or higher. graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0; graphics.MinimumVertexShaderProfile = ShaderProfile.VS_2_0; // Setup the screen resolution and set to fullscreen. graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; graphics.IsFullScreen = fullScreen; // Create the content cache used to load any resource. cache = new ContentCache(this); // Create all the manager components needed by the engine. scenes = new SceneManager(this); sounds = new SoundManager(this); players = new PlayerManager(this); models = new ModelManager(this); sprites = new SpriteManager(this); particles = new ParticleManager(this); // Add the base components that the engine requires to run. Components.Add(players); Components.Add(sounds); Components.Add(Scenes); }
public abstract void Unload(ContentCache cache);
public override void Unload(ContentCache cache) { }
public override void Unload(ContentCache cache) { Log.Write(this, "Removing the old scene's camera from the engine."); Game.Components.Remove(currentScene.Camera); currentScene.Unload(Game.Cache); currentScene = null; }
public override void Load(ContentCache cache) { // Now that the game has decided to load content, lets do it. if (currentScene != null) { currentScene.Load(Game.Cache); Log.Write(this, "Adding the new scene's camera to the game engine."); Game.Components.Add(currentScene.Camera); } }
public override void Unload(ContentCache cache) { spriteBatch = null; }
public override void Load(ContentCache cache) { spriteBatch = new SpriteBatch(Game.GraphicsDevice); }