public override void PlatformEntrance() { #if METRO var factory = new MonoGame.Framework.GameFrameworkViewSource<VoxeliqGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #endif }
public override void PlatformEntrance() { #if METRO var factory = new MonoGame.Framework.GameFrameworkViewSource <VoxeliqGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #endif }
static void Main() { // set window size ApplicationView.PreferredLaunchViewSize = new Windows.Foundation.Size(ShapeShop.PREFERRED_WIDTH, ShapeShop.PREFERRED_HEIGHT); ApplicationView.PreferredLaunchWindowingMode = ApplicationViewWindowingMode.PreferredLaunchViewSize; var factory = new MonoGame.Framework.GameFrameworkViewSource <ShapeShop>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
static void Main() { #if WINDOWS_UAP var factory = new MonoGame.Framework.GameFrameworkViewSource <HarvestMoon>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #elif WINDOWS using (var game = new HarvestMoon()) game.Run(); #endif }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { #if WINDOWS || LINUX || PSM using (var game = new SpacewarGame()) game.Run(); #else var factory = new MonoGame.Framework.GameFrameworkViewSource <SpacewarGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #endif }
/// <summary> /// The main entry point for the application. /// </summary> private static void Main() { #if WINDOWS || LINUX || PSM using (var game = new PlatformerGame()) game.Run(); #else var factory = new MonoGame.Framework.GameFrameworkViewSource<PlatformerGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #endif }
static void Main() { #if NETFX_CORE var factory = new MonoGame.Framework.GameFrameworkViewSource <ChaseCameraGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #else using (ChaseCameraGame game = new ChaseCameraGame()) { game.Run(); } #endif }
public static void Create(CCApplicationDelegate appDelegate) { Action <CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction = delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args) { var instance = new CCApplication(game); instance.ApplicationDelegate = appDelegate; }; var factory = new MonoGame.Framework.GameFrameworkViewSource <CCGame>(initAction); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { #if !NETFX_CORE using (BloomPostprocessGame game = new BloomPostprocessGame()) { game.Run(); } #endif #if NETFX_CORE var factory = new MonoGame.Framework.GameFrameworkViewSource<BloomPostprocessGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #endif }
public static void Create(CCApplicationDelegate appDelegate) { Action <CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction = delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args) { foreach (var component in game.Components) { if (component is CCApplication) { var instance = component as CCApplication; instance.ApplicationDelegate = appDelegate; } } }; var factory = new MonoGame.Framework.GameFrameworkViewSource <CCGame>(initAction); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { var factory = new MonoGame.Framework.GameFrameworkViewSource <Game1>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { var factory = new MonoGame.Framework.GameFrameworkViewSource<ChessGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
static void Main() { #if NETFX_CORE var factory = new MonoGame.Framework.GameFrameworkViewSource<ChaseCameraGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); #else using (ChaseCameraGame game = new ChaseCameraGame()) { game.Run(); } #endif }
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { var factory = new MonoGame.Framework.GameFrameworkViewSource<SamplesBrowserWin8>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
public static void Create(CCApplicationDelegate appDelegate) { Action<CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction = delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args) { foreach (var component in game.Components) { if (component is CCApplication) { var instance = component as CCApplication; instance.ApplicationDelegate = appDelegate; } } }; var factory = new MonoGame.Framework.GameFrameworkViewSource<CCGame>(initAction); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
/// <summary> /// The main entry point for the application. /// </summary> #if WINDOWS_PHONE //#if !__IOS__ /// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { ////using (RolePlayingGame game = new RolePlayingGame()) ////{ //// game.Run(); ////} //try //{ // using (RolePlayingGame game = new RolePlayingGame()) // game.Run(); //} //catch (Exception e) //{ // Debug.WriteLine(e); //} var factory = new MonoGame.Framework.GameFrameworkViewSource<RolePlaying.RolePlayingGame>(); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }
public static void Create(CCApplicationDelegate appDelegate) { Action<CCGame, Windows.ApplicationModel.Activation.IActivatedEventArgs> initAction = delegate(CCGame game, Windows.ApplicationModel.Activation.IActivatedEventArgs args) { var instance = new CCApplication(game); instance.ApplicationDelegate = appDelegate; }; var factory = new MonoGame.Framework.GameFrameworkViewSource<CCGame>(initAction); Windows.ApplicationModel.Core.CoreApplication.Run(factory); }