/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体生成を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); //シーンマネジャーの生成 sceneManager = new SceneManager(); //各シーンの追加 sceneManager.Add(Scene.Scene.Load, new LoadScene()); //sceneManager.Add(Scene.Scene.Title, new Title()); //sceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); //sceneManager.Add(Scene.Scene.Ending, new Ending()); //sceneManager.Add(Scene.Scene.GoodEnding, new GoodEnding()); //sceneManager.Add(Scene.Scene.Load, new SceneFader(new LoadScene())); sceneManager.Add(Scene.Scene.Title, new SceneFader(new Title())); //Secen追加 IScene addScene = new GamePlay(); sceneManager.Add(Scene.Scene.GamePlay, addScene); sceneManager.Add(Scene.Scene.Ending, new Ending()); sceneManager.Add(Scene.Scene.GoodEnding, new GoodEnding()); //一番最初のシーンを設定 sceneManager.Change(Scene.Scene.Load); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <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() { //ゲームデバイスの実体生成 gameDevice = new GameDevice(Content, GraphicsDevice); sound = gameDevice.GetSound(); //描画オブジェクトの宣言 renderer = gameDevice.GetRenderer(); //csv管理のため削除 //MapManager.Init(); sceneManager = new SceneManager(); //IScene playScene = new PlayScene(gameDevice); sceneManager.Add(SceneType.Title, new Title(gameDevice)); //ステージクラスの追加 //葉梨竜太 //2016年10月12日 sceneManager.Add(SceneType.Stage, new Stage(gameDevice)); //ステージ選択の追加 //葉梨竜太 //2016年10月13日 sceneManager.Add(SceneType.SmallStage, new SmallStage(gameDevice)); sceneManager.Add(SceneType.PlayScene, new PlayScene(gameDevice, 0)); sceneManager.Add(SceneType.Ending, new Ending(gameDevice)); sceneManager.Change(new NextScene(SceneType.Title, -1)); base.Window.Title = "プロメテウスの火"; base.Initialize(); //絶対に消すな }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); //シーン管理生成 sceneManager = new SceneManager(); sceneManager.Add(Scene.SceneName.LoadScene, new LoadScene()); sceneManager.Add(Scene.SceneName.GameTitle, new GameTitle()); sceneManager.Add(Scene.SceneName.GamePlay, new GamePlay()); sceneManager.Add(Scene.SceneName.Tutorial, new Tutorial()); sceneManager.Add(Scene.SceneName.GameEnding, new GameEnding()); //最初のシーンに変更 sceneManager.Change(Scene.SceneName.LoadScene); //CSVReader csvReader = new CSVReader(); //csvReader.Read("map.csv"); #region ゴリラ //map = new Map(gameDevice); //map.Load("map.csv"); //gameObjectManager.Add(map); #endregion // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる)0 /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); //スコアの実体生成 score = new Score(); //タイマーの実体生成 timer = new CountUpTimer(5000); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Load, new LoadScene()); sceneManager.Change(Scene.Scene.Load); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.Logo, new Logo()); sceneManager.Add(Scene.Scene.SelectScene, new SelectScene()); sceneManager.Add(Scene.Scene.GamePlay, new GamePlay(score, timer)); sceneManager.Add(Scene.Scene.Pause, new Pause()); sceneManager.Add(Scene.Scene.Ending, new Ending(timer)); sceneManager.Add(Scene.Scene.GameOver, new GameOver(score, timer)); sceneManager.Add(Scene.Scene.TrueEnding, new TrueEnding(score, timer)); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <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 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.GamePlay, new Gameplay()); sceneManager.Add(Scene.Scene.Ending, new Ending()); sceneManager.Change(Scene.Scene.Title); base.Initialize(); }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.LoadScene, new LoadScene()); sceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); sceneManager.Add(Scene.Scene.Result, new Result()); sceneManager.Change(Scene.Scene.LoadScene); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
protected override void Initialize() { GameDevice.Instance(Content, GraphicsDevice); mSceneManager = new SceneManager(); mSceneManager.Add(Scene.Scene.Title, new Title()); mSceneManager.Add(Scene.Scene.Rule, new RuleScene()); mSceneManager.Add(Scene.Scene.StageSelect, new StageSelect()); mSceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); mSceneManager.Add(Scene.Scene.Ending, new Ending()); mSceneManager.Change(Scene.Scene.Title); base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 gameDevice = GameDevice.Instance(Content, GraphicsDevice); //camera = new Camera_2D(); //characterManager = new CharacterManager(); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Title, new Title()); IScene addScene = new GamePlay(); sceneManager.Add(Scene.Scene.GamePlay, addScene); sceneManager.Add(Scene.Scene.Tutorial, new Tutorial()); sceneManager.Add(Scene.Scene.ResultD, (new ResultD(addScene))); sceneManager.Add(Scene.Scene.ResultC, (new ResultC(addScene))); sceneManager.Add(Scene.Scene.ResultB, (new ResultB(addScene))); sceneManager.Add(Scene.Scene.ResultA, (new ResultA(addScene))); sceneManager.Add(Scene.Scene.ResultS, (new ResultS(addScene))); sceneManager.Change(Scene.Scene.Title); //characterManager.Add(new Enemy()); //characterManager.Add(new Player()); //player = new Player(); //enemy = new Enemy(); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <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() { //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.Select1, new Select1()); sceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); sceneManager.Add(Scene.Scene.Menu, new Menu()); sceneManager.Change(Scene.Scene.Title); base.Initialize(); }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Load, new Load()); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); sceneManager.Add(Scene.Scene.GameOver, new GameOver()); sceneManager.Change(Scene.Scene.Load); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { gameDevice = GameDevice.Instance(Content, GraphicsDevice); // この下にロジックを記述 sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Title, new ScenFader(new Title())); IScene addScene = new GamePlay(); sceneManager.Add(Scene.Scene.GamePlay, addScene); sceneManager.Add(Scene.Scene.Ending, new ScenFader(new Ending(addScene))); sceneManager.Add(Scene.Scene.GoodEnding, new GoodEnding(addScene)); sceneManager.Change(Scene.Scene.Title); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
protected override void Initialize() { gameDevice = new GameDevice(Content, graphicsDeviceManager.GraphicsDevice); camera2D = new Camera2D(GraphicsDevice.Viewport, Parameter.StageSize); //シーン設定 sceneManager = new SceneManager(); sceneManager.Add(E_Scene.LOADING, new Loading(gameDevice)); sceneManager.Add(E_Scene.TITLE, new Title(gameDevice)); sceneManager.Add(E_Scene.CREATING, new Creating(gameDevice)); sceneManager.Change(E_Scene.LOADING); Window.Title = "StageCreator"; IsMouseVisible = true; base.Initialize(); }
protected override void Initialize() { GameDevice.Instance(Content, GraphicsDevice); mSceneManager = new SceneManager(); mSceneManager.Add(Scene.Scene.Title, new Title()); mSceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); mSceneManager.Change(Scene.Scene.Title); mHPUI = new HPUI(); HitStop.mIsHitStop = false; GameDevice.Instance().GetRenderer().InitializeRenderTarget(Screen.WIDTH, Screen.HEIGHT); base.Initialize(); }
protected override void Initialize() { gameDevice = new GameDevice(Content, graphicsDeviceManager.GraphicsDevice); camera2D = new Camera2D(GraphicsDevice.Viewport, Parameter.StageSize); //bloom = new BloomComponent(this); //Components.Add(bloom); //bloom.Settings = new BloomSettings(null, 0.25f, 4, 2, 1, 1.5f, 1); //シーン設定 sceneManager = new SceneManager(); sceneManager.Add(E_Scene.LOADING, new Loading(gameDevice)); sceneManager.Add(E_Scene.TITLE, new Title(gameDevice)); sceneManager.Add(E_Scene.GAMEPLAY, new GamePlay(gameDevice)); sceneManager.Add(E_Scene.OPERATE, new Operate(gameDevice)); sceneManager.Add(E_Scene.STAFFROLL, new StaffRoll(gameDevice)); sceneManager.Add(E_Scene.ENDING, new Ending(gameDevice)); sceneManager.Add(E_Scene.CLEAR, new Clear(gameDevice)); sceneManager.Change(E_Scene.LOADING); Window.Title = "Season"; //Windowの大きさチェンジ //Window.AllowUserResizing = false; //Window.BeginScreenDeviceChange(false); //Window.EndScreenDeviceChange(Window.ScreenDeviceName, (int)(Parameter.ScreenSize.X * 1.5f), (int)(Parameter.ScreenSize.Y * 1.5f)); base.Initialize(); }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 gameDevice = GameDevice.Instance(Content, GraphicsDevice); renderer = gameDevice.GetRenderer(); // この下にロジックを記述 renderer.LoadContent("black"); renderer.LoadContent("gyoza"); renderer.LoadContent("kamato"); renderer.LoadContent("pipo-btleffect"); renderer.LoadContent("stage"); renderer.LoadContent("white"); renderer.LoadContent("particle"); renderer.LoadContent("particleBlue"); renderer.LoadContent("EnemyBullet"); renderer.LoadContent("Cloud"); Sound sound = gameDevice.GetSound(); string filepath = ""; //after sound.LoadBGM("gameplaybgm", filepath); sound.LoadSE("shot", filepath); sound.LoadSE("die", filepath); sound.LoadSE("hit", filepath); sound.LoadSE("kill", filepath); sceneManager = new SceneManager(); IScene gamePlayScene = new GamePlayScene(); sceneManager.Add(Scene.Scene.GamePlay, gamePlayScene); sceneManager.Add(Scene.Scene.Ending, new Ending(gamePlayScene)); // この上にロジックを記述 base.Initialize(); // 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Title, new Transition(new Title(), null)); IScene addScene = new GamePlay(); sceneManager.Add(Scene.Scene.GamePlay, new Transition(addScene, null)); sceneManager.Add(Scene.Scene.Ending, new Transition(new Ending(addScene), null)); sceneManager.Add(Scene.Scene.Clear, new Transition(new Clear(addScene), null)); sceneManager.Change(Scene.Scene.Title); //sceneManager.Add(Scene.Scene.Ending, addScene); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); //シーン管理生成 sceneManager = new SceneManager(); sceneManager.Add(SceneName.LoadScene, new LoadScene()); sceneManager.Add(SceneName.GameTitle, new GameTitle()); sceneManager.Add(SceneName.GamePlay, new GamePlay()); sceneManager.Add(SceneName.GameEnding, new GameEnding()); //最初のシーンに変更 sceneManager.Change(SceneName.LoadScene); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
public void Init(OpenTKApp app, CancellationToken exitToken) { _exitToken = exitToken; _app = app; _tasks = new Task[parallelBundles]; _r = RNG.CreateMultipleRNGs(parallelBundles); Screen.Clear(0x2222ff); _acc = new Accumulator(Screen); //var tracer = new WhittedStyleTracer(); var tracer = new PathTracer(); _scene = new Scene(tracer, constructBVH: true); _sceneManager = new SceneManager(_camera, _scene); _sceneManager.Add(SceneDefinitions.Default); _sceneManager.Add(SceneDefinitions.DarkRoom); _sceneManager.Add(SceneDefinitions.PathTracerBoxCool); _sceneManager.Add(SceneDefinitions.PathTracerBox); _sceneManager.Add(SceneDefinitions.BeerTest); _sceneManager.Add(SceneDefinitions.Teapot); _sceneManager.SetScene(0); Statistics.Enabled = false; }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 gameDevice = GameDevice.Instance(Content, GraphicsDevice); Window.Title = "うんこ"; sceneManager = new SceneManager(); sceneManager.Add(SceneName.Title, new Title()); sceneManager.Add(SceneName.Load, new Load()); IScene addScene = new GamePlay(); sceneManager.Add(SceneName.GamePlay, addScene); sceneManager.Change(SceneName.Title); bgmLoader = new BGMLoader(new string[, ] { { "GamePlay1", "./Sound/" } }); bgmLoader.Initialize(); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <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 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); IScene addScene = new Title(); sceneManager.Add(Scene.Scene.Title, addScene); IScene addScene2 = new Tutorial(); sceneManager.Add(Scene.Scene.Tutorial, addScene2); IScene addScene3 = new GameMain(); sceneManager.Add(Scene.Scene.GameMain, addScene3); IScene addScene4 = new Ending(); sceneManager.Add(Scene.Scene.Ending, addScene4); sceneManager.Change(Scene.Scene.Title); base.Initialize(); }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体生成と取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); sceneManager = new SceneManager(); //sceneManager.Add(Scene.Scene.Title, new SceneFader(new Title())); //シーンフェーダーを追加 CountUpTimer scoreTimer = new CountUpTimer(); IScene addScene = new GamePlay(scoreTimer); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.GamePlay, addScene); sceneManager.Add(Scene.Scene.Ending, new Ending(addScene, scoreTimer)); // sceneManager.Add(Scene.Scene.Ending, new SceneFader(new Ending(addScene))); sceneManager.Change(Scene.Scene.Title); //最初のシーンはタイトルに変更 timer = new CountDownTimer(30); timerUI = new TimerUI(timer); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <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 Window.Title = "ShootingGame"; gameDevice = new GameDevice(Content, GraphicsDevice); //GameDeviceインスタンスを生成 inputState = gameDevice.GetInputState(); //Scene管理の生成 sceneManager = new SceneManager(); //各Sceneの生成と追加 IScene gamePlay = new GamePlay(); sceneManager.Add(SceneType.Title, new Title()); sceneManager.Add(SceneType.GamePlay, gamePlay); sceneManager.Add(SceneType.Ending, new Ending(gamePlay)); sceneManager.Add(SceneType.Load, new Load()); //最初のSceneに移行 sceneManager.Change(SceneType.Load); base.Initialize(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Globals.ObjectRemoved += OnObjectRemoved; Globals.Update += OnUpdate; Globals.UpdateActorSequences += OnUpdateSequences; Globals.ActorAdded += OnActorAdded; // Init our Screen Manager Manager = new SceneManager(Globals.Game); // Create our Rendering Window Globals.Renderer = new Renderer(Globals.Game); Manager.Add(Globals.Renderer); }
/// <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() { //ゲームデバイスの実体生成 gameDevice = new GameDevice(Content, GraphicsDevice); sound = gameDevice.GetSound(); //描画オブジェクトの宣言 renderer = gameDevice.GetRenderer(); base.Window.Title = "プロメテウスの火"; base.Initialize(); //絶対に消すな sceneManager = new SceneManager(); //IScene playScene = new PlayScene(gameDevice); sceneManager.Add(SceneType.Load, new Load(gameDevice)); sceneManager.Add(SceneType.Title, new Title(gameDevice, this.Exit)); //ステージクラスの追加 //葉梨竜太 //2016年10月12日 sceneManager.Add(SceneType.Stage, new Stage(gameDevice)); sceneManager.Add(SceneType.StageIn, new StageIn(1.0f)); sceneManager.Add(SceneType.Credit, new Credit(gameDevice)); //ステージ選択の追加 //葉梨竜太 //2016年10月13日 sceneManager.Add(SceneType.SmallStage, new SmallStage(gameDevice)); sceneManager.Add(SceneType.PlayScene, new PlayScene(gameDevice, 0)); //エンディング演出追加 by柏 2017.1.11 //sceneManager.Add(SceneType.ToEnd, new ToEnd(1.2f)); sceneManager.Add(SceneType.Ending, new Ending(gameDevice)); sceneManager.Change(new NextScene(SceneType.Load, -1)); }
/// <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 Engine.Initialize(this, graphics); base.Initialize(); Chimera.Graphics.Effects.MotionBlur.Initialize(graphics, spriteBatch); game.Initalize(); intro.Initialize(); Chimera.Input.Mouse.Graphic.Initialize(new Vector2(70, 80)); SceneManager.Add("Intro", new Scene(intro.Draw, intro.Update)); SceneManager.Add("Jeu", new Scene(game.Draw, game.Update)); SceneManager.Current = "Intro";// TO CHANGE }
public virtual void InitializeGame() { // Setup world global object // Initialize GTraphics Manager _gm = new GraphicsManager(this); _sm = SceneManager.Instance; Scene top = new Scene(); _sm.Add(top); // Start the game loop thread _gameLoop = ThreadManager.CreateThread(GameLoop); _gameLoop.Start(); AssetsPath = Application.ExecutablePath + "\\Content"; if (!Directory.Exists(AssetsPath)) { // Break directory into it parts List <String> path = new List <String>(Application.ExecutablePath.Split('\\')); path.Remove(path.Last()); // Go back a directory until we find content do { path.Remove(path.Last()); AssetsPath = String.Format("{0}\\Content", String.Join("\\", path)); } while (!Directory.Exists(AssetsPath) && path.Count > 0); } _physicsWorld = new PhysicsWorld(World.WorldSize); _physicsFactory = new PhysicsFactory(_physicsWorld); if (!SingleThread) { // Start the Physics loop now that the world is created _physicsLoop = ThreadManager.CreateThread(PhysicsLoop); _physicsLoop.Start(); } }
/// <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 base.Initialize(); //Initialize the engine //Initialize le moteur Chimera.Engine.Initialize(this, graphics); //Add Intro and game screnn to the scen manager //Ajouter les scene intro et game au scene manager SceneManager.Add("intro", intro.update); SceneManager.Add("game", game.update); //Current Scene //La Scene Courante SceneManager.Current = "intro"; //Initaize the game and intro scene //Initialse les scene intro et game game.initalize(); intro.initalize(); Chimera.GUI.MainWindow.Properties.Title = "Graphics Desing by Ahmed Kechkach"; }
/// <summary> /// 初期化処理(起動時、コンストラクタの後に1度だけ呼ばれる) /// </summary> protected override void Initialize() { // この下にロジックを記述 //ゲームデバイスの実体を取得 gameDevice = GameDevice.Instance(Content, GraphicsDevice); Renderer.Initialize(Content, GraphicsDevice); //レンダラーの初期化 //シーンの登録 var sceneManager = new SceneManager(); sceneManager.Add(Scene.Scene.Loading, new LoadScene()); sceneManager.Add(Scene.Scene.Title, new Title()); sceneManager.Add(Scene.Scene.GamePlay, new GamePlay()); sceneManager.Add(Scene.Scene.Menu, new Menu()); sceneManager.Add(Scene.Scene.GameOver, new GameOver()); sceneManager.Add(Scene.Scene.Ending, new Ending()); sceneManager.Change(Scene.Scene.Loading); // この上にロジックを記述 base.Initialize();// 親クラスの初期化処理呼び出し。絶対に消すな!! }
/// <summary> /// Set up a scene. /// </summary> /// <param name="name">Name of the region</param> /// <param name="id">ID of the region</param> /// <param name="x">X co-ordinate of the region</param> /// <param name="y">Y co-ordinate of the region</param> /// <param name="sizeX">X size of scene</param> /// <param name="sizeY">Y size of scene</param> /// <param name="configSource"></param> /// <returns></returns> public TestScene SetupScene( string name, UUID id, uint x, uint y, uint sizeX, uint sizeY, IConfigSource configSource) { Console.WriteLine("Setting up test scene {0}", name); // We must set up a console otherwise setup of some modules may fail MainConsole.Instance = new MockConsole(); RegionInfo regInfo = new RegionInfo(x, y, new IPEndPoint(IPAddress.Loopback, 9000), "127.0.0.1"); regInfo.RegionName = name; regInfo.RegionID = id; regInfo.RegionSizeX = sizeX; regInfo.RegionSizeY = sizeY; regInfo.ServerURI = "http://127.0.0.1:9000/"; TestScene testScene = new TestScene( regInfo, m_acm, SimDataService, m_estateDataService, configSource, null); testScene.RegionInfo.EstateSettings = new EstateSettings(); testScene.RegionInfo.EstateSettings.EstateOwner = UUID.Random(); INonSharedRegionModule godsModule = new GodsModule(); godsModule.Initialise(new IniConfigSource()); godsModule.AddRegion(testScene); // Add scene to physics ((INonSharedRegionModule)m_physicsScene).AddRegion(testScene); ((INonSharedRegionModule)m_physicsScene).RegionLoaded(testScene); // Add scene to services m_assetService.AddRegion(testScene); if (m_cache != null) { m_cache.AddRegion(testScene); m_cache.RegionLoaded(testScene); testScene.AddRegionModule(m_cache.Name, m_cache); } m_assetService.RegionLoaded(testScene); testScene.AddRegionModule(m_assetService.Name, m_assetService); m_authenticationService.AddRegion(testScene); m_authenticationService.RegionLoaded(testScene); testScene.AddRegionModule(m_authenticationService.Name, m_authenticationService); m_inventoryService.AddRegion(testScene); m_inventoryService.RegionLoaded(testScene); testScene.AddRegionModule(m_inventoryService.Name, m_inventoryService); m_gridService.AddRegion(testScene); m_gridService.RegionLoaded(testScene); testScene.AddRegionModule(m_gridService.Name, m_gridService); m_userAccountService.AddRegion(testScene); m_userAccountService.RegionLoaded(testScene); testScene.AddRegionModule(m_userAccountService.Name, m_userAccountService); m_presenceService.AddRegion(testScene); m_presenceService.RegionLoaded(testScene); testScene.AddRegionModule(m_presenceService.Name, m_presenceService); testScene.SetModuleInterfaces(); testScene.LandChannel = new TestLandChannel(testScene); testScene.LoadWorldMap(); testScene.LoginsEnabled = true; testScene.RegisterRegionWithGrid(); SceneManager.Add(testScene); return(testScene); }
/// <summary> /// Execute the region creation process. This includes setting up scene infrastructure. /// </summary> /// <param name="regionInfo"></param> /// <param name="portadd_flag"></param> /// <param name="do_post_init"></param> /// <returns></returns> public void CreateRegion(RegionInfo regionInfo, bool portadd_flag, bool do_post_init, out IScene mscene) { int port = regionInfo.InternalEndPoint.Port; // set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims) // Commented this out because otherwise regions can't register with // the grid as there is already another region with the same UUID // at those coordinates. This is required for the load balancer to work. // --Mike, 2009.02.25 //regionInfo.originRegionID = regionInfo.RegionID; // set initial ServerURI regionInfo.HttpPort = m_httpServerPort; regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.HttpPort.ToString() + "/"; regionInfo.osSecret = m_osSecret; if ((proxyUrl.Length > 0) && (portadd_flag)) { // set proxy url to RegionInfo regionInfo.proxyUrl = proxyUrl; regionInfo.ProxyOffset = proxyOffset; Util.XmlRpcCommand(proxyUrl, "AddPort", port, port + proxyOffset, regionInfo.ExternalHostName); } Scene scene = SetupScene(regionInfo, proxyOffset, Config); m_log.Info("[MODULES]: Loading Region's modules (old style)"); // Use this in the future, the line above will be deprecated soon m_log.Info("[REGIONMODULES]: Loading Region's modules (new style)"); IRegionModulesController controller; if (ApplicationRegistry.TryGet(out controller)) { controller.AddRegionToModules(scene); } else { m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); } if (m_securePermissionsLoading) { foreach (string s in m_permsModules) { if (!scene.RegionModules.ContainsKey(s)) { m_log.Fatal("[MODULES]: Required module " + s + " not found."); Environment.Exit(0); } } m_log.InfoFormat("[SCENE]: Secure permissions loading enabled, modules loaded: {0}", String.Join(" ", m_permsModules.ToArray())); } scene.SetModuleInterfaces(); // First Step of bootreport sequence if (scene.SnmpService != null) { scene.SnmpService.ColdStart(1, scene); scene.SnmpService.LinkDown(scene); } if (scene.SnmpService != null) { scene.SnmpService.BootInfo("Loading prins", scene); } while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) { SetUpEstateOwner(scene); } // Prims have to be loaded after module configuration since some modules may be invoked during the load scene.LoadPrimsFromStorage(regionInfo.originRegionID); // TODO : Try setting resource for region xstats here on scene MainServer.Instance.AddStreamHandler(new RegionStatsHandler(regionInfo)); scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); scene.EventManager.TriggerParcelPrimCountUpdate(); if (scene.SnmpService != null) { scene.SnmpService.BootInfo("Grid Registration in progress", scene); } try { scene.RegisterRegionWithGrid(); } catch (Exception e) { m_log.ErrorFormat( "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", e.Message, e.StackTrace); if (scene.SnmpService != null) { scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene); } // Carrying on now causes a lot of confusion down the // line - we need to get the user's attention Environment.Exit(1); } if (scene.SnmpService != null) { scene.SnmpService.BootInfo("Grid Registration done", scene); } // We need to do this after we've initialized the // scripting engines. scene.CreateScriptInstances(); if (scene.SnmpService != null) { scene.SnmpService.BootInfo("ScriptEngine started", scene); } SceneManager.Add(scene); //if (m_autoCreateClientStack) //{ // foreach (IClientNetworkServer clientserver in clientServers) // { // m_clientServers.Add(clientserver); // clientserver.Start(); // } //} if (scene.SnmpService != null) { scene.SnmpService.BootInfo("Initializing region modules", scene); } scene.EventManager.OnShutdown += delegate() { ShutdownRegion(scene); }; mscene = scene; if (scene.SnmpService != null) { scene.SnmpService.BootInfo("The region is operational", scene); scene.SnmpService.LinkUp(scene); } //return clientServers; }