public SpaceShooterApplication(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait); graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; // // TODO: Set the display orientation that you want for this game. // CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait); }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); game.Window.AllowUserResizing = true; graphics.PreferMultiSampling = false; #if WINDOWS || WINDOWSGL || WINDOWSDX || MACOS graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; #endif }
public BlocCruiserApplication(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; //graphics.PreferredBackBufferWidth = (int)CCDirector.SharedDirector.WinSize.Width; //graphics.PreferredBackBufferHeight = (int)CCDirector.SharedDirector.WinSize.Height; CCDrawManager.InitializeDisplay( game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); #if WINDOWS_PHONE8 HandleMediaStateAutomatically = false; // Bug in MonoGame - https://github.com/Cocos2DXNA/cocos2d-xna/issues/325 #endif game.Window.AllowUserResizing = true; graphics.PreferMultiSampling = false; #if WINDOWS || WINDOWSGL || WINDOWSDX || MACOS graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; #endif }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; preferredWidth = 480; preferredHeight = 320; graphics.PreferredBackBufferWidth = preferredWidth; graphics.PreferredBackBufferHeight = preferredHeight; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; _winSize = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); #if NETFX_CORE CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight); #else #if ANDROID CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait | DisplayOrientation.PortraitDown); #else CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.Portrait); #endif #endif graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; // TODO: Set your window dimensions here graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; #if WINDOWS || MACOS || MONOMAC || LINUX || OUYA || XBOX graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; #endif CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; //graphics.PreferredBackBufferWidth = 480; //graphics.PreferredBackBufferHeight = 320; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; // Set the size of the windows that you want here. preferredWidth = 1024; preferredHeight = 768; graphics.PreferredBackBufferWidth = preferredWidth; graphics.PreferredBackBufferHeight = preferredHeight; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; // Set the preferred dimensions of your game, this is also known as // your target resolution. preferredWidth = 480; preferredHeight = 320; graphics.PreferredBackBufferWidth = preferredWidth; graphics.PreferredBackBufferHeight = preferredHeight; // Note the orientation here, must match what you specify in the Activity attributes. CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); // Anti-aliasing graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; // Set the preferred dimensions of your game which will be the window dimensions // of your game. On embedded devices like phones and tablets, this should match the // resolution of your device target. Ouya can support two resolutions 720p and 1080p // so you can choose whatever aspect ration you need for your game here. preferredWidth = 480; preferredHeight = 320; graphics.PreferredBackBufferWidth = preferredWidth; graphics.PreferredBackBufferHeight = preferredHeight; // Note the orientation here, must match what you specify in the Activity attributes. CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); // Anti-aliasing graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; // disable the automatic media restore so we don't get a deadlock when the game // first starts. HandleMediaStateAutomatically = false; // set the render viewport size graphics.PreferredBackBufferWidth = preferredWidth; graphics.PreferredBackBufferHeight = preferredHeight; // Initialize the graphics CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); // this controls anti-aliasing graphics.PreferMultiSampling = false; }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { s_pSharedApplication = this; preferredWidth = 480; preferredHeight = 320; // TODO: Set your preferred window dimensions, this will set a resolution // that fits the hardware. You do not have to set this, so remove these lines // if you want default behavior. graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 480; CCDrawManager.InitializeDisplay(game, graphics, DisplayOrientation.LandscapeRight | DisplayOrientation.LandscapeLeft); graphics.PreferMultiSampling = false; }