public override bool OnLogMessage(string sender, string message, cAudio.LogLevel level, float time) { Console.WriteLine("Message"); return true; }
public PrimalDevistation() { _instance = this; _graphics = new GraphicsDeviceManager(this); _content = new ContentManager(Services, @"Resources"); this.IsMouseVisible = true; _graphics.PreferredBackBufferWidth = 1024; _graphics.PreferredBackBufferHeight = 768; //_graphics.MinimumPixelShaderProfile = ShaderProfile.PS_3_0; //_graphics.MinimumVertexShaderProfile = ShaderProfile.VS_3_0; // Create the console _console = new cConsole(this); _console.DrawOrder = 90000; Components.Add(_console); #if !XBOX // Create the debug mode object _debugComp = new cDebugMode(this); _console.AddCommand("debug", "toggles whether debug mode is active or not", delegate { _debugComp.Enabled = !_debugComp.Enabled; _debugComp.Visible = !_debugComp.Visible; }); _debugComp.Enabled = true; _debugComp.Visible = true; _debugComp.DrawOrder = int.MaxValue - 1; Components.Add(_debugComp); #endif _level = new cLevel(this, 1, 1); _level.DrawOrder = 100; Components.Add(_level); _weapons = new cWeaponFactory(this); _weapons.DrawOrder = 600; Components.Add(_weapons); _playerManager = new cPlayerManager(this); _playerManager.DrawOrder = 900; Components.Add(_playerManager); // Create the particle system cPhysicsParticles360 parts1 = new cPhysicsParticles360(this); _physicsParticles = parts1; parts1.DrawOrder = 700; Components.Add(parts1); //cPhysicsParticlesCPU parts2 = new cPhysicsParticlesCPU(this); //_physicsParticles = parts2; //parts2.DrawOrder = 700; //Components.Add(parts2); _particleEffectSystem = new cParticleEffectSystem(this); _particleEffectSystem.DrawOrder = 800; Components.Add(_particleEffectSystem); _lineManager = new LineManager(this); _lineManager.DrawOrder = 500; Components.Add(_lineManager); _console.AddCommand("bloom", "toggles bloom", delegate { _bloom.Enabled = !_bloom.Enabled; _bloom.Visible = !_bloom.Visible; }); _bloom = new BloomComponent(this); _bloom.DrawOrder = 2000; Components.Add(_bloom); _audio = new cAudio(); }