/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { gameServices = new GameServices(this); contentManager = new PlayContentManager(Services, Content.RootDirectory); gameServices.AddService <IContentService>(contentManager); sceneManager = new SceneManager(); gameServices.AddService <ISceneService>(sceneManager); randomManager = new RandomManager(); gameServices.AddService <IRandomService>(randomManager); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { asteroidList = new List <IEntity>(); enemyList = new List <IEntity>(); score = 0; body = new Ball[8]; midOffSetx = 30; midOffSety = -5; dbOffSetx = 25; dbOffSety = 10; enemy01Time = 0; enemy01Limit = 200; asteroidTimeLimit = 100; asteroidTime = 0; fontColor = ColorConverter("#00FF99"); gameState = GameState.Start; this.IsMouseVisible = true; // TODO: Add your initialization logic here GameServices.AddService <GraphicsDevice>(graphics.GraphicsDevice); player = new Player(this.Content); player.gameOver = false; for (int i = 0; i < 8; i++) { body[i] = ball = new Ball(this.Content); } player.Initialize(); player.asteroidList = asteroidList; player.enemyList = enemyList; base.Initialize(); //GameServices.AddService<ContentManager>(Content); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here onMouseLeftButtonClick += OnMouseLeftButtonClick; onMouseLeftButtonPressed += OnMouseLeftButtonPressed; onMouseLeftButtonReleased += OnMouseLeftButtonReleased; onMouseRightButtonClick += OnMouseRightButtonClick; onMouseRightButtonPressed += OnMouseRightButtonPressed; onMouseRightButtonReleased += OnMouseRightButtonReleased; onMouseMove += OnMouseMove; OnCtrlPlusZ += OnCtrlZ; OnCtrlPlusY += OnCtrlY; leftButtonPressed = false; GameServices.AddService <GraphicsDevice>(GraphicsDevice); GameServices.AddService <ContentManager>(Content); map = new Map(); GenerateTileBounds(); ledgePaletteLocation = new List <Vector2>(); for (int i = 0; i < 16; i++) { var y = 50 + i * 20; ledgePaletteLocation.Add(new Vector2(paletteOffsetX, y)); } base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); T = new Texture2D(GraphicsDevice, 1, 1); T.SetData(new [] { Color.White }); //Screen stuff graphics.PreferredBackBufferWidth = GeneralSettings.screenWidth; graphics.PreferredBackBufferHeight = GeneralSettings.screenHeight; graphics.ApplyChanges(); GameServices.AddService(graphics); GameServices.AddService(GraphicsDevice); GameServices.AddService(Content); players.Add(new Player("Player 1", new Vector2(300, 300), Content.Load <Texture2D>("Textures/player"))); players.Add(new Player("Player 2", new Vector2(400, 400), Content.Load <Texture2D>("Textures/player"))); GameServices.AddService(players); LevelController = new LevelController(); LevelController.GoToNextLevel(); GameServices.AddService(LevelController); MenuController = new MenuController(); ShopCost = 50; base.Initialize(); }
protected void InitServiceCollection() { GameServices.SetGameServiceContainer(Services); GameServices.AddService(SpriteBatch); GameServices.AddService(Window); GameServices.AddService(Graphics); }
public ColorCollisionsGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; GameServices.AddService(graphics); GameServices.AddService(Content); }
public DriveFastGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; GameServices.AddService(graphics); GameServices.AddService(Content); }
public override void LoadContent(SpriteBatch spriteBatch) { base.LoadContent(spriteBatch); var font = ContentManager.Load <BitmapFont>(@"Font\Default"); _guiDesigner = new GuiDesigner(GraphicsDeviceManager.GraphicsDevice, font); GameServices.AddService(_guiDesigner); InitializeCommandManager(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Content.RootDirectory = "GameJamTestContent"; MediaPlayer.Volume = 0.5f; //MediaPlayer.Volume = 0; base.Initialize(); GameServices.AddService <GraphicsDevice>(GraphicsDevice); GameServices.AddService <ContentManager>(Content); keyboard = new GameKeyboard(); }
public WizardGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; GameServices.AddService(graphics); GameServices.AddService(Content); wizard = new Wizard(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here GameServices.AddService <GraphicsDevice>(GraphicsDevice); GameServices.AddService <ContentManager>(Content); //CreateDefaultTileset(); //CreateTestMap(); screenManagerComponent.AddScreen <WorldScreen>(true); screenManagerComponent.AddScreen <MapEditorScreen>(); base.Initialize(); }
protected override void Initialize() { CalcButtonSize(); base.Initialize(); GameServices.AddService <GraphicsDevice>(GraphicsDevice); GameServices.AddService <GraphicsDeviceManager>(graphics); GameServices.AddService <Resolution>(resolution); resolution.SetFullscreen(true); GameServices.AddService <ContentLoader>(new ContentLoader(this)); GameServices.AddService <ShroomGame>(this); }
protected override void LoadContent() { base.LoadContent(); spriteBatch = new SpriteBatch(GraphicsDevice); EmbeddedContent = new XNBContentManager(GraphicsDevice); GraphicUtilities = new GraphicUtilities(); Content.RootDirectory = "Content"; GameServices.AddService <ContentManager> (Content); }
public SpaceMAS() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //IsFixedTimeStep = true; //TargetElapsedTime = TimeSpan.FromMilliseconds(1000 / 600); //graphics.SynchronizeWithVerticalRetrace = false; //graphics.ApplyChanges(); GameServices.AddService(this); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); GameServices.AddService(spriteBatch); TrackOverlayTexture = Content.Load <Texture2D>("TrackOverlay"); car.LoadContent(); trackRender = new RenderTarget2D(graphics.GraphicsDevice, car.Size.Width + 100, car.Size.Height + 100); trackRenderRotated = new RenderTarget2D(graphics.GraphicsDevice, car.Size.Width + 100, car.Size.Height + 100); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(graphics.GraphicsDevice); GameServices.AddService <GraphicsDevice>(graphics.GraphicsDevice); GameServices.AddService <SpriteBatch>(spriteBatch); GameServices.AddService <ContentManager>(Content); SpriteSturcture spriteSturcture = new SpriteSturcture("player", "Player", 2, 3); MotionStructure motionStructure = new MotionStructure(Center, 300f); DrawStructure drawStructure = new DrawStructure(Vector2.One, 0f, Color.White, SpriteEffects.None, 1.0f); Animation animation = new Animation("Flash", new List <int> { 1, 2, 3, 4, 5, 6 }, 10); AnimationStructure animationStructure = new AnimationStructure(animation); GameObject gameObject = new GameObject(spriteSturcture, motionStructure, drawStructure, animationStructure); GameContent.AddObject(gameObject); }
public EntitySystem(Game game) { Game = game; GameServices.AddService(this); }
protected override void LoadContent() { Resources.Init(Content); // MUSIC INIT MusicGameObject = new GameObject("MusicManagerContainer"); MusicGameObject.AddComponent(new MusicManager()); // spriteBatch = new SpriteBatch(GraphicsDevice); shadowRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, shadowMapWidthHeight, shadowMapWidthHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); screenRenderTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24); refractionTarget = new RenderTargetCube(this.GraphicsDevice, shadowMapWidthHeight, true, SurfaceFormat.Color, DepthFormat.Depth24); outlineEffect = Content.Load <Effect>("Outline"); outlineEffect.Parameters["ScreenSize"].SetValue( new Vector2(GraphicsDevice.Viewport.Bounds.Width, GraphicsDevice.Viewport.Bounds.Height)); dialoguesFont = Content.Load <SpriteFont>("Dialogues"); menuTexture = Content.Load <Texture2D>("Menus/menuTlo"); optionsTexture = Content.Load <Texture2D>("Menus/opcjeTlo"); creditsTexture = Content.Load <Texture2D>("Menus/autorzy"); deadTexture = Content.Load <Texture2D>("Menus/youDied"); deadButtonTexture[RestartButtonIndex] = Content.Load <Texture2D>("Menus/restart"); deadButtonTexture[ExitDeadButtonindex] = Content.Load <Texture2D>("Menus/menuExit"); menuButtonTexture[StartButtonIndex] = Content.Load <Texture2D>("Menus/menuStart"); menuButtonTexture[OptionsButtonIndex] = Content.Load <Texture2D>("Menus/menuOptions"); menuButtonTexture[CreditsButtonIndex] = Content.Load <Texture2D>("Menus/menuCredits"); menuButtonTexture[ExitButtonIndex] = Content.Load <Texture2D>("Menus/menuExit"); menuOptionButtonTexture[FullscreenButtonIndex] = Content.Load <Texture2D>("Menus/full"); menuOptionButtonTexture[BackButtonIndex] = Content.Load <Texture2D>("Menus/inneBack"); menuOptionButtonTexture[ExitOptionButtonIndex] = Content.Load <Texture2D>("Menus/menuExit"); menuOptionButtonTexture[BiggestResolutionButtonIndex] = Content.Load <Texture2D>("Menus/roz1"); menuOptionButtonTexture[BigResolutionButtonIndex] = Content.Load <Texture2D>("Menus/roz2"); menuOptionButtonTexture[MediumResolutionButton] = Content.Load <Texture2D>("Menus/roz3"); menuOptionButtonTexture[SmallResolutionButton] = Content.Load <Texture2D>("Menus/roz4"); menuOptionButtonTexture[InvertAxisXButtonIndex] = Content.Load <Texture2D>("Menus/aX"); menuOptionButtonTexture[InvertAxisYButtonIndex] = Content.Load <Texture2D>("Menus/aY"); backButtonTexture = Content.Load <Texture2D>("Menus/inneBack"); skybox = new Skybox("skybox/SkyBox", Content); hpTexture = Content.Load <Texture2D>("hud/paskiZycie"); timeTexture = Content.Load <Texture2D>("hud/paskiCzas"); barsFront = Content.Load <Texture2D>("hud/paskiPrzod"); barsBack = Content.Load <Texture2D>("hud/paskiTyl"); icons = new Texture2D[9]; icons[0] = Content.Load <Texture2D>("hud/ikonaStop"); icons[1] = Content.Load <Texture2D>("hud/ikonaCofnij"); icons[2] = Content.Load <Texture2D>("hud/ikonaTep"); icons[3] = Content.Load <Texture2D>("hud/ikonaStopSzara"); icons[4] = Content.Load <Texture2D>("hud/ikonaCofnijSzara"); icons[5] = Content.Load <Texture2D>("hud/ikonaTepSzara"); bossBarFront = Content.Load <Texture2D>("hud/pasekKrolaPrzod"); bossBarBack = Content.Load <Texture2D>("hud/pasekKrolaTyl"); bossHpTexture = Content.Load <Texture2D>("hud/pasekKrolaZycie"); actualDialogueText = new string[3]; actualDialogueText[0] = ""; refractiveObject = new GameObject(); root.AddChildNode(refractiveObject); player = new GameObject("player"); enemyList = new List <GameObject>(); camera = new Camera(); camera.SetCameraTarget(player); GameServices.AddService(camera); cameraCollision = new GameObject("cameraCollision"); cameraCollision.AddComponent(new CameraCollisions(cameraCollision)); pointLights = new List <Lights.PointLight>(); directionalLight = new Lights.DirectionalLight(); missingTexture = Content.Load <Texture2D>("Missing"); updateComponents = new List <Component>(); }