/// <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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); Master.SetClearColor(Color.CornflowerBlue); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); base.Initialize(); }
public TestCreditState() { int y = ViewportHandler.GetWidth(); int x = ViewportHandler.GetHeight(); foreach (string key in creditsData) { Credits.Add(new Credit()); Credits[Credits.Count() - 1].creditText = key; Credits[Credits.Count() - 1].position.X = x / 2; Credits[Credits.Count() - 1].position.Y = y / 2; y += 100; } MenuText = "Credit Test"; LoadContent(); }
protected override void LoadContent() { device = graphics.GraphicsDevice; spriteBatch = new SpriteBatch(device); if (resultionIndependent) { GameResolutionWidth = ViewportHandler.GetWidth(); GameResolutionHeight = ViewportHandler.GetHeight(); } else { GameResolutionWidth = device.PresentationParameters.BackBufferWidth; GameResolutionHeight = device.PresentationParameters.BackBufferHeight; } }
private void CreateGrid() { int screenWidth = ViewportHandler.GetWidth(); int screenHeight = ViewportHandler.GetHeight(); int boxWidth = screenWidth / gridBoxesHorizontal; int boxHeight = screenHeight / gridBoxesVertical; for (int x = 0; x <= screenWidth; x += boxWidth) { lines.Add(drawingHelper.CreateLine(1, Color.White, new Vector2(x, 0), new Vector2(x, screenHeight))); } for (int y = 0; y <= screenHeight; y += boxHeight) { lines.Add(drawingHelper.CreateLine(1, Color.White, new Vector2(0, y), new Vector2(screenWidth, y))); } }
/// <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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); graphics.SynchronizeWithVerticalRetrace = true; CGraphics.fullScreenRenderTarget = new RenderTarget2D(CGraphics.GPU, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24); _fpsTimer.Elapsed += new ElapsedEventHandler(_fpsHandler); _fpsTimer.Enabled = true; _fpsTimer.Start(); Master.SetClearColor(Color.Black); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); CMasterControl.glblInput = Master.GetInputManager().GetCurrentInputHandler() as Input.CInput; CMasterControl.healthController = new Actors.HUD.health.CHealthController(20, 78); CMasterControl.magicMeter = new Actors.HUD.magic.CMagicMeter(); scaleMatrix = Matrix.CreateScale( 3f, 3f, 1f); base.Initialize(); }
private void Initialize() { splashRectangle = new Rectangle(0, 0, ViewportHandler.GetWidth(), ViewportHandler.GetHeight()); }
protected override void Draw(GameTime gameTime) { Vector3 screenScalingFactor; if (resultionIndependent) { float horScaling = (float)device.PresentationParameters.BackBufferWidth / ViewportHandler.GetWidth(); float verScaling = (float)device.PresentationParameters.BackBufferHeight / ViewportHandler.GetHeight(); screenScalingFactor = new Vector3(horScaling, verScaling, 1); } else { screenScalingFactor = new Vector3(1, 1, 1); } Matrix globalTransformation = Matrix.CreateScale(screenScalingFactor); /**************************************/ device.Clear(Master.GetClearColor()); //spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None, globalTransformation); spriteBatch.Begin(SpriteSortMode.Immediate, null, null, null, RasterizerState.CullNone, null, globalTransformation); //spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);//, SaveStateMode.None);//, ViewportHandler.GetScaleMatrix()); Master.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }