/// <summary> /// Activates the loading screen. /// </summary> public static void Load(ScreenManager screenManager, GameScreen screenToLoad) { // Tell all the current screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); // Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen(screenManager, screenToLoad); screenManager.AddScreen(loadingScreen); }
public Game() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //Apply settings graphics.IsFullScreen = Settings.IsFullScreen; if (graphics.IsFullScreen) { graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; } else { //graphics.PreferredBackBufferWidth = Settings.DefaultWindowWidth; //graphics.PreferredBackBufferHeight = Settings.DefaultWindowHeight; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; } graphics.ApplyChanges(); //Determine scaling factor. Calculate based on height only (game should fit on 4:3 screens, so //height is the main concern when scaling to 16:10 or 16:9. The scaling factor should take into //account the 10% border we will assume around the bottom of the screen. Settings.ScalingFactor = (float)(graphics.PreferredBackBufferHeight - graphics.PreferredBackBufferHeight * 0.1) / (float)Settings.DefaultWindowHeight; //Determine offset so the game will be drawn in the center of the screen. Window.Title = Settings.GameTitle; //Set up the game objects. Components.Add(new GameManagement.InputHandler(this)); screenManager = new GameManagement.ScreenManager(this); Components.Add(screenManager); //Add game screens screenManager.AddScreen(new Screens.MainMenuScreen()); }
public Game() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //Apply settings graphics.IsFullScreen = Settings.IsFullScreen; if (graphics.IsFullScreen) { graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; } else { //graphics.PreferredBackBufferWidth = Settings.DefaultWindowWidth; //graphics.PreferredBackBufferHeight = Settings.DefaultWindowHeight; graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; } graphics.ApplyChanges(); //Determine scaling factor. Calculate based on height only (game should fit on 4:3 screens, so //height is the main concern when scaling to 16:10 or 16:9. The scaling factor should take into //account the 10% border we will assume around the bottom of the screen. Settings.ScalingFactor = (float)(graphics.PreferredBackBufferHeight - graphics.PreferredBackBufferHeight * 0.1) / (float)Settings.DefaultWindowHeight; //Determine offset so the game will be drawn in the center of the screen. Window.Title = Settings.GameTitle; //Set up the game objects. Components.Add(new GameManagement.InputHandler(this)); screenManager = new GameManagement.ScreenManager(this); Components.Add(screenManager); //Add game screens screenManager.AddScreen(new Screens.MainMenuScreen()); }
/// <summary> /// Constructor is private, the Loading Screen should be called via the static Load() method. /// </summary> /// <param name="screenManager">The Screen Manager that the GameScreen should be loaded to.</param> /// <param name="screenToLoad">The Screen that needs to be loaded.</param> private LoadingScreen(ScreenManager screenManager, GameScreen screenToLoad) { this.screenToLoad = screenToLoad; }