/// <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(); }
/// <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(); }
public override void Initialize () { #if XBOX _Component = new GamerServicesComponent(Game); _Component.Initialize(); #endif }