コード例 #1
0
ファイル: Game1.cs プロジェクト: huaqiangs/cocos2d-xna
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.DeviceCreated += new EventHandler<EventArgs>(graphics_DeviceCreated);
            // graphics.ApplyChanges();
            Content.RootDirectory = "Content";

//            if (graphics.GraphicsDevice == null)
//            {
//                CCLog.Log("FOO");
//            }

            graphics.IsFullScreen = false;

            // Frame rate is 30 fps by default for Windows Phone.
            // Divide by 2 to make it 60 fps
            TargetElapsedTime = TimeSpan.FromTicks(333333 / 2);
            IsFixedTimeStep = true;

            IsMouseVisible = true;

            // Extend battery life under lock.
            //InactiveSleepTime = TimeSpan.FromSeconds(1);

            CCApplication application = new AppDelegate(this, graphics);
            Components.Add(application);

#if !WINDOWS_PHONE && !XBOX && !WINDOWS
            GamerServicesComponent component = new GamerServicesComponent(this);
            this.Components.Add(component);
#endif
        }
コード例 #2
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ファイル: GameMain.cs プロジェクト: rossmas/zomination
        SpriteBatch spriteBatch; // this is for FPS counter

        #endregion Fields

        #region Constructors

        public GameMain()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "main";

            #if XBOX
            // Create Gamer Service Component
            SignedInGamer.SignedOut += new EventHandler<SignedOutEventArgs>(SignedInGamer_SignedOut);
            GamerServicesComponent gamerServiceComp = new GamerServicesComponent(this);
            Components.Add(gamerServiceComp);
            #if DEBUG
            Guide.SimulateTrialMode = true;
            #endif
            #endif

            // Create the screen factory and add it to the Services
            screenFactory = new ScreenFactory();
            Services.AddService(typeof(IScreenFactory), screenFactory);

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            // On Windows and Xbox we just add the initial screens
            AddInitialScreens();
        }
コード例 #3
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ファイル: Main.cs プロジェクト: elefantstudio-se/todesesser
 public Main()
 {
     gamerServices = new GamerServicesComponent(this);
     graphics = new GraphicsDeviceManager(this);
     //graphics.IsFullScreen = true;
     graphics.PreferredBackBufferWidth = 800;
     graphics.PreferredBackBufferHeight = 600;
     Content.RootDirectory = "Content";
     contentPool = new ContentPool(Content);
     objectPool = new ObjectPool(contentPool);
     gameCore = new GameCore(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, contentPool, objectPool, graphics, this);
 }
コード例 #4
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        public Silhouetta()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            this.graphics.PreferredBackBufferWidth = 1920;
            this.graphics.PreferredBackBufferHeight = 1280;

            screenManager = new ScreenManager(this);
            gamerServicesComponent = new GamerServicesComponent(this);

            Components.Add(screenManager);
            Components.Add(gamerServicesComponent);

            screenManager.AddScreen(new StartScreen(), null);
        }
コード例 #5
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ファイル: Main.cs プロジェクト: elefantstudio-se/todesesser
 protected override void Update(GameTime gameTime)
 {
     if (gamerServices != null)
     {
         try
         {
             gamerServices.Update(gameTime);
         }
         catch
         {
             gamerServices = null;
         }
     }
     gameCore.Update(gameTime);
     base.Update(gameTime);
 }
コード例 #6
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        public LbKStudiosGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //apparently for 1080p
            this.graphics.PreferredBackBufferWidth = 1920;
            this.graphics.PreferredBackBufferHeight = 1080;

            screenManager = new ScreenManager(this);
            gamerServicesComponent = new GamerServicesComponent(this);

            Components.Add(screenManager);
            Components.Add(gamerServicesComponent);

            screenManager.AddScreen(new Credits(), null);
        }
コード例 #7
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ファイル: Game.cs プロジェクト: nchoumitsky/Meatieroids
        // The main game constructor.
        public MeatieroidsGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;

            // Register required components with the game - ScreenManager and Networking

            // Gamer services for live integration
            gamerServices = new GamerServicesComponent(this);
            Components.Add(gamerServices);

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            // add the background and main menu screens to start the game
            screenManager.AddScreen(new BackgroundScreen());
            screenManager.AddScreen(new SplashScreen());
        }
コード例 #8
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ファイル: Game.cs プロジェクト: MarcusKhoo/FlightOfGlory
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);
            //TargetElapsedTime = TimeSpan.FromTicks(333333);

            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;

            graphics.PreferMultiSampling = true;

            #if !DEBUG
            graphics.IsFullScreen = true;
            #endif

            // Create the screen factory and add it to the Services
            screenFactory = new ScreenFactory();
            Services.AddService(typeof(IScreenFactory), screenFactory);

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            GamerServicesComponent gamer = new GamerServicesComponent(this);
            Components.Add(gamer);

            #if DEBUG
            // Add the frame rate monitor
            // Components.Add(new FrameRateMonitor(this));
            Components.Add(new FrameRateMonitor(this, false)); // don’t wait for display

            #endif

            Components.Add(new TextFader(this));

            // On Windows and Xbox we just add the initial screens
            AddInitialScreens();
        }
コード例 #9
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        public Silhouetta()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            //apparently for 1280p

            //this.graphics.PreferredBackBufferWidth = 1920;
            //this.graphics.PreferredBackBufferHeight = 1280;
            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;

            //graphics.ToggleFullScreen();

            screenManager = new ScreenManager(this);
            gamerServicesComponent = new GamerServicesComponent(this);
            emitterSystem = new ParticleSystem(this, "EmitterSettings") { DrawOrder = ParticleSystem.AlphaBlendDrawOrder };

            Components.Add(emitterSystem);
            Components.Add(screenManager);
            Components.Add(gamerServicesComponent);

            screenManager.AddScreen(new StartScreen(emitterSystem), null);
        }
コード例 #10
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ファイル: MainMenuScreen.cs プロジェクト: Clancey/Facetroids
        public override void LoadContent()
        {
            base.LoadContent ();

            if (content == null)
                content = new ContentManager (ScreenManager.Game.Services, "Content");

            logo = content.Load<Texture2D>("facetroids" + (Util.IsIpad ? "-ipad" : ""));
            var center = new GamerServicesComponent (Util.MainGame);
            if (Util.CanUseGameCenter) {
                Guide.ShowSignIn (1, false);
                Util.SubmitScores ();
            }
        }
コード例 #11
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        /// <summary>
        /// Create base game
        /// </summary>
        /// <param name="setWindowsTitle">Set windows title</param>
        protected BaseGame(string setWindowsTitle)
        {
			ToggleFormVisibility(false);

            gamerServicesComponent = new GamerServicesComponent(this);
            base.Components.Add(gamerServicesComponent);

            // Set graphics
            graphicsManager = new GraphicsDeviceManager(this);

            graphicsManager.PreparingDeviceSettings +=
                new EventHandler<PreparingDeviceSettingsEventArgs>(
                    graphics_PrepareDevice);

#if DEBUG
            // Disable vertical retrace to get highest framerates possible for
            // testing performance.
            graphicsManager.SynchronizeWithVerticalRetrace = false;
#endif
            // Update as fast as possible, do not use fixed time steps.
            // The whole game is designed this way, if you remove this line
            // the car will not behave normal anymore!
            this.IsFixedTimeStep = false;

            // Init content manager
            BaseGame.content = base.Content;
            base.Content.RootDirectory = String.Empty;

            // Update windows title (used for unit testing)
            this.Window.Title = setWindowsTitle;
            remWindowsTitle = setWindowsTitle;
        }
コード例 #12
0
ファイル: Engine.cs プロジェクト: apitman/commando-engine
        /// <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();
            initializeScreen();
            Settings.initialize(this);

            #if XBOX
            Settings.getInstance().IsUsingMouse_ = false;
            #else
            if (GamePad.GetState(PlayerIndex.One).IsConnected)
            {
                Settings.getInstance().IsUsingMouse_ = false;
            }
            else
            {
                Settings.getInstance().IsUsingMouse_ = true;
            }
            #endif

            try
            {
                // Debugging - Uncomment this line to try PC version as if it
                //  were running with the Redistributable runtime in which
                //  GamerServices is not available
                // Note that this is not a truly accurate test, as there could
                //  be lurking calls to GamerServices outside of a block which
                //  tests Settings.IsGamerServicesAllowed_ prior to using
                // throw new Exception();

                GamerServicesComponent gsc = new GamerServicesComponent(this);
                gsc.Initialize();
                this.Components.Add(gsc);
                Settings.getInstance().IsGamerServicesAllowed_ = true;
            }
            catch
            {
                Settings.getInstance().IsGamerServicesAllowed_ = false;
            }

            // creating EngineStateStart must come AFTER setting the
            //  IsGamerServicesAllowed_ member of Settings
            this.engineState_ = new EngineStateSplash(this);

            int tiles = (int)((GraphicsDevice.Viewport.Height / 15) * (GraphicsDevice.Viewport.Width / 15) * 1.2);
            tiles += 350;

            DrawBuffer.initialize(tiles, spriteBatch_);
            DrawBuffer_ = DrawBuffer.getInstance();
            UpdateThread_ = new UpdateThread(this, engineState_);
            RenderThread_ = new RenderThread();
            UpdateThread_.Controls_ = Controls_;
            UpdateThread_.startThread();
        }
コード例 #13
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        public override void Initialize () {
#if XBOX
            _Component = new GamerServicesComponent(Game);
            _Component.Initialize();
#endif
        }
コード例 #14
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 /// <summary>
 /// Constructs a new screen manager component.
 /// </summary>
 public ScreenManager(Game game)
     : base(game)
 {
     gamerServicesComponent = new GamerServicesComponent(Game);
     Game.Components.Add(gamerServicesComponent);
 }
コード例 #15
0
ファイル: Game1.cs プロジェクト: Whojoo/LittleFlame
        protected override void Initialize()
        {
            // Set the game to a 1080 × 720 window
            graphics.PreferredBackBufferWidth = 1080;
            graphics.PreferredBackBufferHeight = 720;
            graphics.IsFullScreen = false;
            graphics.ApplyChanges();

            this.Assets = new Functions.AssetHolder(this.Content);
            //Load models.
            this.Assets.SaveAsset<Model>("tree", "Models/Model/three 3");
            this.Assets.SaveAsset<Model>("coal", "Models/Coal v4");
            this.Assets.SaveAsset<Model>("meteor", "Models/Model/meteor");
            this.Assets.SaveAsset<Model>("star", "Models/Model/star");
            this.Assets.SaveAsset<Model>("stone", "Models/Model/stoneObstacle");
            this.Assets.SaveAsset<Model>("eyes", "Models/Model/eyes");
            this.Assets.SaveAsset<Model>("skysphere", "Models/meteoriet");

            //Load textures.
            #region Backgrounds
            //Backgrounds.
            this.Assets.SaveAsset<Texture2D>("credits", "Textures/Menu/credits");
            this.Assets.SaveAsset<Texture2D>("gameover", "Textures/Menu/gameover");
            this.Assets.SaveAsset<Texture2D>("spacebackground", "Textures/Menu/spacebackground");
            this.Assets.SaveAsset<Texture2D>("greenhills", "Textures/Menu/greenhills");
            #endregion
            #region Menu level buttons
            //Menu level buttons.
            this.Assets.SaveAsset<Texture2D>("one", "Textures/Menu/greenhillsbutton");
            this.Assets.SaveAsset<Texture2D>("onesel", "Textures/Menu/greenhillsbuttonselected");
            this.Assets.SaveAsset<Texture2D>("two", "Textures/Menu/firststeps");
            this.Assets.SaveAsset<Texture2D>("twosel", "Textures/Menu/firststepsselected");
            this.Assets.SaveAsset<Texture2D>("three", "Textures/Menu/forestfire");
            this.Assets.SaveAsset<Texture2D>("threesel", "Textures/Menu/forestfireselected");
            this.Assets.SaveAsset<Texture2D>("four", "Textures/Menu/readyfortakeoff");
            this.Assets.SaveAsset<Texture2D>("foursel", "Textures/Menu/readyfortakeoffselected");
            this.Assets.SaveAsset<Texture2D>("five", "Textures/Menu/finale");
            this.Assets.SaveAsset<Texture2D>("fivesel", "Textures/Menu/finaleselected");
            #endregion
            #region GUI
            //GUI.
            this.Assets.SaveAsset<Texture2D>("lightbeam", "GUI/LightBeam");
            this.Assets.SaveAsset<Texture2D>("circletree", "GUI/CircleTree");
            this.Assets.SaveAsset<Texture2D>("circle", "GUI/Circle");
            #endregion
            #region Water
            //Water.
            this.Assets.SaveAsset<Texture2D>("wave", "Textures/Water/waves");
            this.Assets.SaveAsset<Texture2D>("water", "Textures/Water/baseWater");
            #endregion
            #region Terrain textures
            //Terrain textures.
            this.Assets.SaveAsset<Texture2D>("ash", "Textures/Ground/rock"); //Terrain ash.
            this.Assets.SaveAsset<Texture2D>("sand", "Textures/Ground/detailsand"); //Terrain sand.
            this.Assets.SaveAsset<Texture2D>("grass", "Textures/Ground/simplewetgrass"); //Terrain grass.
            this.Assets.SaveAsset<Texture2D>("drygrass", "Textures/Ground/simplegrass"); //Terrain drygrass.
            this.Assets.SaveAsset<Texture2D>("rock", "Textures/Ground/rock"); //Terrain rock.
            this.Assets.SaveAsset<Texture2D>("mud", "Textures/Ground/mud"); //Terrain mud.
            this.Assets.SaveAsset<Texture2D>("flowers", "Textures/Ground/wetflowers"); //Terrain flowers.
            this.Assets.SaveAsset<Texture2D>("drygrassflowers", "Textures/Ground/flowers"); //Terrain drygrassflowers.
            #endregion
            #region Height-, Texture and Modelmaps
            //Height-, Texture- and Modelmaps.
            //Tutorial.
            this.Assets.SaveAsset<Texture2D>("MMtutorial", "Textures/Modelmaps/MMTutorial");
            this.Assets.SaveAsset<Texture2D>("HMtutorial", "Textures/Heightmaps/HMTutorial");
            this.Assets.SaveAsset<Texture2D>("TMtutorial", "Textures/Texturemaps/TMTutorial");
            this.Assets.SaveAsset<Texture2D>("SMtutorial", "Textures/ScoreMaps/SMTutorial");
            //LevelZero.
            this.Assets.SaveAsset<Texture2D>("MMzero", "Textures/Modelmaps/MMLevelZero");
            this.Assets.SaveAsset<Texture2D>("HMzero", "Textures/Heightmaps/HMLevelZero");
            this.Assets.SaveAsset<Texture2D>("TMzero", "Textures/Texturemaps/TMLevelZero");
            this.Assets.SaveAsset<Texture2D>("SMzero", "Textures/ScoreMaps/SMLevelZero");
            //LevelOne.
            this.Assets.SaveAsset<Texture2D>("MMone", "Textures/Modelmaps/MMLevelOne");
            this.Assets.SaveAsset<Texture2D>("HMone", "Textures/Heightmaps/HMLevelOne");
            this.Assets.SaveAsset<Texture2D>("TMone", "Textures/Texturemaps/TMLevelOne");
            this.Assets.SaveAsset<Texture2D>("SMone", "Textures/ScoreMaps/SMLevelOne");
            //LevelTwo.
            this.Assets.SaveAsset<Texture2D>("MMtwo", "Textures/Modelmaps/MMLevelTwo");
            this.Assets.SaveAsset<Texture2D>("HMtwo", "Textures/Heightmaps/HMLevelTwo");
            this.Assets.SaveAsset<Texture2D>("TMtwo", "Textures/Texturemaps/TMLevelTwo");
            this.Assets.SaveAsset<Texture2D>("SMtwo", "Textures/ScoreMaps/SMLevelTwo");
            //LevelThree.
            this.Assets.SaveAsset<Texture2D>("MMthree", "Textures/Modelmaps/MMLevelThree");
            this.Assets.SaveAsset<Texture2D>("HMthree", "Textures/Heightmaps/HMLevelThree");
            this.Assets.SaveAsset<Texture2D>("TMthree", "Textures/Texturemaps/TMLevelThree");
            this.Assets.SaveAsset<Texture2D>("SMthree", "Textures/ScoreMaps/SMLevelThree");
            #endregion
            #region Controller spritesheets
            //Controller spritesheets.
            this.Assets.SaveAsset<Texture2D>("tutleftstick", "GUI/ControllerLeftStick");
            this.Assets.SaveAsset<Texture2D>("tutrightstick", "GUI/ControllerRightStick");
            #endregion
            #region Particles
            //Particles.
            this.Assets.SaveAsset<Texture2D>("fireparticle", "Textures/Particles/fire");
            this.Assets.SaveAsset<Texture2D>("meteorparticle", "Textures/Particles/meteor");
            this.Assets.SaveAsset<Texture2D>("sparkparticle", "Textures/Particles/spark");
            this.Assets.SaveAsset<Texture2D>("spreadparticle", "Textures/Particles/flamespread");
            #endregion
            #region Player hud
            //Player hud.
            this.Assets.SaveAsset<Texture2D>("healthbar", "Textures/healthbar");
            this.Assets.SaveAsset<Texture2D>("lockedmeteorhud", "Textures/Hud/lockedMeteorHud");
            this.Assets.SaveAsset<Texture2D>("meteorhud", "Textures/Hud/meteorHud");
            #endregion

            //Load songs.
            this.Assets.SaveAsset<Song>("story", "Music/story");
            this.Assets.SaveAsset<Song>("credits", "Music/credits");
            this.Assets.SaveAsset<Song>("flamesmall", "Music/flame2v1");
            this.Assets.SaveAsset<Song>("flamemedium", "Music/flame2v2");
            this.Assets.SaveAsset<Song>("flamebig", "Music/flame on! grass");

            //Load soundeffects.
            this.Assets.SaveAsset<SoundEffect>("collectmeteor", "Music/Soundeffects/collect meteor");
            this.Assets.SaveAsset<SoundEffect>("treefall", "Music/Soundeffects/tree fall");
            this.Assets.SaveAsset<SoundEffect>("watersplash", "Music/Soundeffects/water-splash-3");
            this.Assets.SaveAsset<SoundEffect>("burnsomething", "Music/Soundeffects/matches-1");
            this.Assets.SaveAsset<SoundEffect>("collectstar", "Music/Soundeffects/collect star");

            //Load effects.
            this.Assets.SaveAsset<Effect>("bbeffect", "Effects/bbEffect");
            this.Assets.SaveAsset<Effect>("sky", "Effects/SkyEffect");
            this.Assets.SaveAsset<Effect>("particle", "Effects/ParticleEffect");
            this.Assets.SaveAsset<Effect>("effect", "Effects/Effect");
            this.Assets.SaveAsset<Effect>("terrain", "Effects/TerrainEffect");
            this.Assets.SaveAsset<Effect>("water", "Effects/waterEffect");
            this.Assets.SaveAsset<Effect>("wave", "Effects/waterEffect");

            //Load texturecubes.
            this.Assets.SaveAsset<TextureCube>("sky", "Textures/skybox/greenhillscubemap");

            //Load spritefonts.
            this.Assets.SaveAsset<SpriteFont>("font", "SpriteFont1");

            Window.Title = "Little Flame";

            #if XBOX
            gamerService = new GamerServicesComponent(this);
            Components.Add(gamerService);
            #endif

            base.Initialize();
        }
コード例 #16
0
ファイル: Game.cs プロジェクト: reisergames/reactor-v1
        /// <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();

                REngine.Instance._graphics = graphics;

                //REngine.Instance._resourceContent = new ResourceContentManager(Services, Resources.ResourceManager);
            #if !XBOX
                //REngine.Instance._systemfont = REngine.Instance._resourceContent.Load<SpriteFont>("Arial");
            #else
                //REngine.Instance._systemfont = REngine.Instance._resourceContent.Load<SpriteFont>("Tahoma1");
            #endif
                game.Init();

            #if XBOX
                services = new GamerServicesComponent(this);
                services.Initialize();
                this.Components.Add(services);

            #endif

                //pmv = new pmv1(this, graphics);
                //pmv.Initialize();
                //Components.Add(pmv);
            #if !XBOX
                //this.TargetElapsedTime = TimeSpan.FromMilliseconds(1.0);
                //this.InactiveSleepTime = TimeSpan.FromMilliseconds(1.0);
                //this.IsFixedTimeStep = false;
            #endif
                //graphics.PreferredBackBufferFormat = SurfaceFormat.Color;
                //graphics.PreferredDepthStencilFormat = DepthFormat.Depth32;
            #if !XBOX
                this.graphics.SynchronizeWithVerticalRetrace = true;
                this.graphics.PreferMultiSampling = false;
            #else
                this.graphics.SynchronizeWithVerticalRetrace = true;
                this.graphics.PreferMultiSampling = false;
            #endif

                this.graphics.ApplyChanges();
            #if !XBOX || !XBOX360
                //this.graphics.MinimumPixelShaderProfile = ShaderProfile.PS_3_0;
                //this.graphics.MinimumVertexShaderProfile = ShaderProfile.VS_3_0;
            #endif

                game.Load();
        }
コード例 #17
0
        public void Init(ApplicationDesc desc)
        {
            #if XNA
            graphics = new GraphicsDeviceManager(this);
            graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings;
            graphics.SynchronizeWithVerticalRetrace = true;

            if (desc.DepthBit == -1) graphics.PreferredDepthStencilFormat = DepthFormat.Depth24;
            else if (desc.DepthBit == 24 && desc.StencilBit == 8) graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8;
            else if (desc.DepthBit == 24 && desc.StencilBit == 0) graphics.PreferredDepthStencilFormat = DepthFormat.Depth24;
            else if (desc.DepthBit == 16) graphics.PreferredDepthStencilFormat = DepthFormat.Depth16;
            else if (desc.DepthBit == 0) graphics.PreferredDepthStencilFormat = DepthFormat.None;
            else Debug.ThrowError("XNAApplication", string.Format("Unsuported DepthBit: {0} or StencilBit: {1}", desc.DepthBit, desc.StencilBit));

            var frame = desc.FrameSize;
            #if XBOX360
            if (frame.Width == 0 || frame.Height == 0)
            {
                var display = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;
                frame = new Size2(display.Width, display.Height);
            }
            graphics.PreferredBackBufferWidth = frame.Width;
            graphics.PreferredBackBufferHeight = frame.Height;
            #else
            if (frame.Width == 0 || frame.Height == 0) frame = (OS.ScreenSize.ToVector2() / 1.5f).ToSize2();
            graphics.PreferredBackBufferWidth = frame.Width;
            graphics.PreferredBackBufferHeight = frame.Height;
            #endif

            var gsc = new GamerServicesComponent(this);
            Components.Add(gsc);

            Content.RootDirectory = "";
            #endif
        }
コード例 #18
0
ファイル: Shorewood.cs プロジェクト: Zikomo/Leximo
        public Shorewood()
        {
            graphics = new GraphicsDeviceManager(this);
            threadPool = new ThreadPoolComponent(this);
            inputHandler = new InputHandler(this);
            inputHandler.AddEvent(Buttons.Back, new EventHandler<ButtonFireEventArgs>(OnPause));
            inputHandler.AddEvent(Buttons.Start, new EventHandler<ButtonFireEventArgs>(OnPause));
            storageScreen = new StorageScreen(this);

            foundWordAnimator = new FoundWordAnimationRenderer(this);
            constantBackground = new ConstantBackground(this);
            fluidSolver = new FluidSolverComponent(this);
            scoreBox = new ScoreBox(this);
            particleSystem = new UniversalParticleSystem(this);
            constantBackground.Enabled = false;
            constantBackground.Visible = false;

            foundWordAnimator.Enabled = false;
            foundWordAnimator.Visible = false;
            graphics.PreferredBackBufferWidth = PlatformDisplaySettings.width;
            graphics.PreferredBackBufferHeight = PlatformDisplaySettings.height;
            fluidSolver.Differences = new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            IsFixedTimeStep = false;

            Shorewood.Content = base.Content;
            Content.RootDirectory = "Content";
            scale = graphics.PreferredBackBufferHeight / 1000.0f;
            soundTrack = new SoundTrack(this);
            ninthPlanetGames = new NinthPlanetGames.SplashScreen(this);

            ninthPlanetGames.Visible = true;
            ninthPlanetGames.Enabled = true;

            bloom = new BloomComponent(this);

            loadingPosition = (new Vector2(PlatformDisplaySettings.width / 2, PlatformDisplaySettings.height / 2));
            graphics.PreparingDeviceSettings += OnPreparingDeviceSettings;
            ShorewoodPool.InitalizePools();
            physicsEngine = new PhysicsSimulator(new Vector2(0, 100));

            #if XBOX
            services = new GamerServicesComponent(this);
            Components.Add(services);
            #endif

            Components.Add(threadPool);
            storage = new StorageHandler();
            Components.Add(inputHandler);
            Components.Add(storage.sharedSaveDevice);
            Components.Add(soundTrack);
            Components.Add(fluidSolver);
            Components.Add(ninthPlanetGames);
            avatar2DAnimation = new Avatar2DAnimation(this);
            Components.Add(avatar2DAnimation);
            //Components.Add(ietGames);
        }