public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0, 0, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new NSWindow(frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _view = new GameWindow(frame); _view.game = this; _mainWindow.ContentView.AddSubview(_view); _mainWindow.AcceptsMouseMovedEvents = false; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); //Set the current directory. // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); }
public Game() { inRun = false; isFixedTimeStep = true; visibleDrawable = new List <IDrawable>(); enabledUpdateable = new List <IUpdateable>(); components = new GameComponentCollection(); components.ComponentAdded += new EventHandler <GameComponentCollectionEventArgs>(GameComponentAdded); components.ComponentRemoved += new EventHandler <GameComponentCollectionEventArgs>(GameComponentRemoved); services = new GameServiceContainer(); content = new ContentManager(services); gameUpdateTime = new GameTime(TimeSpan.Zero, TimeSpan.Zero, TimeSpan.Zero, TimeSpan.Zero); inactiveSleepTime = TimeSpan.FromTicks(0); targetElapsedTime = TimeSpan.FromTicks(DefaultTargetElapsedTicks); gameHost = new SdlGameHost(this); gameHost.EnsureHost(); isActive = true; }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; RectangleF frame = NSScreen.MainScreen.Frame; //Create a full-screen window _mainWindow = new NSWindow(frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _mainWindow.HidesOnDeactivate = true; _view = new GameWindow(frame); _view.game = this; _mainWindow.ContentView.AddSubview(_view); _mainWindow.AcceptsMouseMovedEvents = true; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0, 0, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new MacGameNSWindow(frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _mainWindow.EnableCursorRects(); _gameWindow = new GameWindow(frame); _gameWindow.game = this; _mainWindow.ContentView.AddSubview(_gameWindow); _mainWindow.AcceptsMouseMovedEvents = false; _mainWindow.Center(); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); //Set the current directory. // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); //Tao.Sdl.Sdl.SDL_Init(Tao.Sdl.Sdl.SDL_INIT_JOYSTICK); // Leave these here for when we implement the Activate and Deactivated _mainWindow.DidBecomeKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.HideCursor(); //Console.WriteLine("BecomeKey"); }; _mainWindow.DidResignKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignKey"); }; _mainWindow.DidBecomeMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) //_gameWindow.HideCursor(); ////Console.WriteLine("BecomeMain"); }; _mainWindow.DidResignMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignMain"); }; }
public Game(UIViewController viewController = null) { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; _mainWindow = new UIWindow(UIScreen.MainScreen.Bounds); if (viewController != null) { _mainWindow.RootViewController = viewController; } FixupRotationIos7(); // important to get proper _mainWindow bounds right now. _view = new GameWindow(_mainWindow.Bounds, UIScreen.MainScreen.Scale); GameWindow.game = this; _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); Components = new GameComponentCollection(); Services = new GameServiceContainer(); Content = new ContentManager(Services); updateableComponents = new List <IUpdateable>(); currentlyUpdatingComponents = new List <IUpdateable>(); drawableComponents = new List <IDrawable>(); currentlyDrawingComponents = new List <IDrawable>(); IsMouseVisible = false; IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromTicks(166667); // 60fps InactiveSleepTime = TimeSpan.FromSeconds(0.02); hasInitialized = false; suppressDraw = false; isDisposed = false; gameTime = new GameTime(); Window = FNAPlatform.CreateWindow(); Mouse.WindowHandle = Window.Handle; TouchPanel.WindowHandle = Window.Handle; FrameworkDispatcher.Update(); // Ready to run the loop! RunApplication = true; }
public Game() { Game._instance = this; this.LaunchParameters = new LaunchParameters(); this._services = new GameServiceContainer(); this._components = new GameComponentCollection(); this.Content = new ContentManager((IServiceProvider)this._services); this.Platform = GamePlatform.Create(this); this.Platform.Activated += new EventHandler <EventArgs>(this.OnActivated); this.Platform.Deactivated += new EventHandler <EventArgs>(this.OnDeactivated); this._services.AddService(typeof(GamePlatform), (object)this.Platform); string str = string.Empty; Assembly entryAssembly = Assembly.GetEntryAssembly(); AssemblyTitleAttribute assemblyTitleAttribute = (AssemblyTitleAttribute)System.Attribute.GetCustomAttribute(entryAssembly, typeof(AssemblyTitleAttribute)); if (assemblyTitleAttribute != null) { str = assemblyTitleAttribute.Title; } if (string.IsNullOrEmpty(str)) { str = entryAssembly.GetName().Name; } this.Window.Title = str; }
/// <summary> /// Initialisation de XNA et du SharedGraphicsManager /// </summary> private void InitializeXNA() { Services = new GameServiceContainer(); Services.AddService(typeof(IGraphicsDeviceService), new SharedGraphicsDeviceManager()); Content = new ContentManager(Services); Content.RootDirectory = "Content"; }
public void Setup() { this.mockedGraphicsDeviceService = new MockedGraphicsDeviceService(); GameServiceContainer services = new GameServiceContainer(); services.AddService( typeof(IGraphicsDeviceService), this.mockedGraphicsDeviceService ); this.testComponent = new GraphicsDeviceDrawableComponent(services); }
public void TestServiceConstructor() { var services = new GameServiceContainer(); using (var manager = new InputManager(services)) { Assert.IsNotNull(services.GetService(typeof(IInputService))); } Assert.IsNull(services.GetService(typeof(IInputService))); }
public Game1() { Services = new GameServiceContainer(); _graphicsManager = new SharedGraphicsDeviceManager(); Services.AddService(typeof(IGraphicsDeviceService), _graphicsManager); Content = new ContentManager(Services, "Content"); Instance = this; }
public SpriteController(SpriteBatch SB, GameController gameController, GameServiceContainer gameServiceContainer, GraphicsDevice graphicsDevice) { this.gameController = gameController; _graphicsDevice = graphicsDevice; spriteBatch = SB; if (content == null) content = new ContentManager(gameServiceContainer, "Content"); LoadSprites(); LoadFonts(); }
/// <summary>Initializes a new game state manager</summary> /// <param name="gameServices"> /// Services container the game state manager will add itself to /// </param> public GameStateManager(GameServiceContainer gameServices) : base(gameServices) { this.gameServices = gameServices; this.activeGameStates = new Stack<GameState>(); // Register ourselves as a service gameServices.AddService(typeof(IGameStateService), this); }
/// <summary> /// Creates a new instance of the <see cref="Manager" /> class. /// </summary> internal Manager() { windows = true; services = new GameServiceContainer(); arguments = new string[0]; Bootstrap = null; Instance = this; }
/// <summary> /// Initializes a new GUI manager using the XNA service container /// </summary> /// <param name="gameServices"> /// Game service container the GuiManager will register itself in and /// to take the services it consumes from. /// </param> public GuiManager(GameServiceContainer gameServices) { this.gameServices = gameServices; gameServices.AddService(typeof(IGuiService), this); // Do not look for the consumed services yet. XNA uses a two-stage // initialization where in the first stage all managers register themselves // before seeking out the services they use in the second stage, marked // by a call to the Initialize() method. }
/// <summary>Initializs a new mock input manager</summary> /// <param name="services">Game service container the manager registers to</param> public MockInputManager(GameServiceContainer services) { if (services != null) { this.gameServices = services; this.gameServices.AddService(typeof(IInputService), this); } setupGamePads(); setupMouse(); setupKeyboards(); }
public AWGame(GraphicsDeviceService graphicsDeviceService) { GraphicsDeviceService = graphicsDeviceService; Services = new GameServiceContainer(); if (graphicsDeviceService != null) Services.AddService(typeof(IGraphicsDeviceService), graphicsDeviceService); Components = new AWGameComponentCollection(); GameTime = new AWGameTime(); _framerateTimer = new AWTimer(() => GameTime.TotalRealTime, TimeSpan.FromSeconds(1)) { SkipPastIntervals = true }; _frameDrawTimes = new RunningSequenceTimeSpan(TimeSpan.FromSeconds(1)); _frameDrawStopwatch = new Stopwatch(); }
public XnaForms(IntPtr handle, int width, int height) { deviceManager = new DeviceManager(handle, width, height); services = new GameServiceContainer(); services.AddService(typeof (IGraphicsDeviceService), deviceManager); contentManager = new ContentManager(services); gameTime = new GameTime(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += Platform_Activated; Platform.Deactivated += Platform_Deactivated; _services.AddService(typeof(GamePlatform), Platform); }
public Game() { IsTabStop = true; Services = new GameServiceContainer(); Components = new GameComponentCollection(); Content = new ContentManager(Services); base.Content = (Surface = new DrawingSurface()); Window = new GameWindow(this); Loaded += new RoutedEventHandler(Game_Loaded); Surface.Draw += new EventHandler <DrawEventArgs>(Surface_Draw); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _view = new WindowsGameWindow(); _view.Game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game(Activity context) { contextInstance = context; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); view = new AndroidGameWindow(context); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
/****************************************************************************************/ public static void Initialize(GameServiceContainer Services) { CoreContainer = new ContentManager(Services); CoreContainer.RootDirectory = "Content"; GameContainer = new ContentManager(Services); GameContainer.RootDirectory = "Content"; PersistantContainer = new ContentManager(Services); PersistantContainer.RootDirectory = "Content"; NULLED_TEXTURE = CoreContainer.Load<Texture2D>(Assets.NULL_TEXTURE); mDebug.Initialize(mGraphics.Peek.Device(), CoreContainer, Assets.DEBUG_FONT, Vector2.Zero); SunColor = DebugMessage.Initialize(true, Color.White, true, "Sun Color: Calculating..."); SunIntensity = DebugMessage.Initialize(true, Color.White, true, "Sun Intensity: Calculating..."); SunPosition = DebugMessage.Initialize(true, Color.White, true, "Sun Position: Calculating..."); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window // TODO _mainWindow = new NSWindow(NSScreen.MainScreen.Frame, NSWindowStyle.Titled, NSBackingStore.Buffered, false); _view = new GameWindow(); _view.game = this; // TODO _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Window = FNAPlatform.CreateWindow(); AudioDevice.Initialize(); // Ready to run the loop! RunApplication = true; }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window _mainWindow = new UIWindow(UIScreen.MainScreen.Bounds); _view = new GameWindow(); _view.game = this; _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { _instance = this; TitleContainer.Initialize(); LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); /* Set the window title * TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects */ string windowTitle = string.Empty; // When running unit tests this can return null Assembly assembly = Assembly.GetEntryAssembly(); if (assembly != null) { // Use the Title attribute of the Assembly if possible AssemblyTitleAttribute assemblyTitleAtt = (AssemblyTitleAttribute) AssemblyTitleAttribute.GetCustomAttribute( assembly, typeof(AssemblyTitleAttribute) ); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; }
public Game() { System.Diagnostics.Debug.Assert(contextInstance != null, "Must set Game.Activity before creating the Game instance"); contextInstance.Game = this; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _content = new ContentManager(_services); view = new AndroidGameWindow(contextInstance); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public static Grid FromBitmap(GameServiceContainer services, string bitmapName) { var texture = ((ContentManager)services.GetService(typeof(ContentManager))).Load<Texture2D>(bitmapName); var grid = new Grid(texture.Width, texture.Height); for (var i = 0; i < grid.Size.Width; i++) { for (var j = 0; j < grid.Size.Height; j++) { var c = new Color[1]; texture.GetData(0, new Rectangle(i, j, 1, 1), c, 0, 1); grid.Weight[i, j] = (byte)((c[0].R + c[0].G + c[0].B)/3); } } return grid; }
public Game() { Instance = this; AppDomain.CurrentDomain.UnhandledException += OnUnhandledException; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); AudioDevice.Initialize(); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; _view = new GameWindow(); _view.Game = this; // default update rate _targetElapsedTime = TimeSpan.FromSeconds(1.0D / FramesPerSecond); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
internal void Initialize(D3D11Host host) { Services = new GameServiceContainer(); ServiceLocator.Initialize(Services); Artemis.System.EntitySystem.BlackBoard.SetEntry("GraphicsDevice", host.GraphicsDevice); Artemis.System.EntitySystem.BlackBoard.SetEntry("ServiceProvider", Services); Services.AddService<IGraphicsDeviceService>(host); Services.AddService(host.GraphicsDevice); _mouse = new MouseService(host); Services.AddService<IMouseService>(_mouse); _mouse.ButtonDown += OnMouseButtonDown; _keyboard = new KeyboardService(host); Services.AddService<IKeyboardService>(_keyboard); _timer = new TimerService(); Services.AddService<ITimerService>(_timer); Services.AddService(new FastSpriteBatch(host.GraphicsDevice)); _timer.LastFrameUpdateTime = _gameTime; _timer.LastFrameRenderTime = _gameTime; SpriteBatch = new SpriteBatch(host.GraphicsDevice); Services.AddService(SpriteBatch); Content = new ContentManager(Services); Content.RootDirectory = Environment.CurrentDirectory; SpriteManager = new SpriteManagerService(Content); Services.AddService<ISpriteManagerService>(SpriteManager); SpriteManager.LoadSpriteSheet("Textures/Hulls.json"); Host = host; World = new EntityWorld(false, false, false); int drawDepth = 0; World.CreateComponentPool<Transform>(200, 200); World.SystemManager.SetSystem(new GridRendererSystem(), Artemis.Manager.GameLoopType.Draw, drawDepth++); World.InitializeAll(); World.CreateCamera(Constants.ActiveCameraTag, Host.GraphicsDevice); Emitter = new ParticleEmitterComponent(); }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); Content = new ContentManager(_services); Platform = GamePlatform.Create(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); #if WINDOWS_STOREAPP Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif #if MONOMAC || WINDOWS || LINUX // Set the window title. // TODO: Get the title from the WindowsPhoneManifest.xml for WP7 projects. string windowTitle = string.Empty; // When running unit tests this can return null. var assembly = Assembly.GetEntryAssembly(); if (assembly != null) { //Use the Title attribute of the Assembly if possible. var assemblyTitleAtt = ((AssemblyTitleAttribute)AssemblyTitleAttribute.GetCustomAttribute(assembly, typeof(AssemblyTitleAttribute))); if (assemblyTitleAtt != null) { windowTitle = assemblyTitleAtt.Title; } // Otherwise, fallback to the Name of the assembly. if (string.IsNullOrEmpty(windowTitle)) { windowTitle = assembly.GetName().Name; } } Window.Title = windowTitle; #endif }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); // Allow some optional per-platform construction to occur too. PlatformConstruct(); }
/// <summary>Initializs a new input manager</summary> /// <param name="services">Game service container the manager registers to</param> /// <param name="windowHandle">Handle of the game's main window</param> public InputManager(GameServiceContainer services, IntPtr windowHandle) { #if !(XBOX360 || WINDOWS_PHONE) this.windowMessageInterceptor = new WindowMessageInterceptor(windowHandle); #endif #if !NO_DIRECTINPUT if (DirectInputManager.IsDirectInputAvailable) { this.directInputManager = new DirectInputManager(windowHandle); } #endif setupGamePads(); setupMouse(); setupKeyboards(); if (services != null) { this.gameServices = services; this.gameServices.AddService(typeof(IInputService), this); } }
public Game() { _instance = this; LaunchParameters = new LaunchParameters(); _services = new GameServiceContainer(); _components = new GameComponentCollection(); _content = new ContentManager(_services); Platform = GamePlatform.PlatformCreate(this); Platform.Activated += OnActivated; Platform.Deactivated += OnDeactivated; _services.AddService(typeof(GamePlatform), Platform); // Calling Update() for first time initializes some systems FrameworkDispatcher.Update(); #if WINDOWS_STOREAPP && !WINDOWS_PHONE81 Platform.ViewStateChanged += Platform_ApplicationViewChanged; #endif }
public void Initialize(GraphicsDeviceManager graphics) { //Start the log Log.Initialize(); Log.Write("Initializing the engine"); GraphicsDevice = graphics.GraphicsDevice; Blackboard.Set("GraphicsDevice", GraphicsDevice); Blackboard.Set("BasicEffect", new BasicEffect(GraphicsDevice)); Services = new GameServiceContainer(); Services.AddService(typeof(IGraphicsDeviceManager), graphics); Services.AddService(typeof(IGraphicsDeviceService), graphics); //Add content manager ContentManager = new WaffleCatContentManager(Services); ContentManager.RootDirectory = "Content"; Blackboard.Set("ContentManager", ContentManager); if (World == null) World = new World(); World.Initialize(); }
public JoinMenu(Game game, GameStateManager gameStateManager, GuiManager gui, InputManager input) : base(gameStateManager) { this.game = game; this.gameStateManager = gameStateManager; this.gameService = new GameServiceContainer(); this.gui = gui; this.input = input; spriteBatch = new SpriteBatch(game.GraphicsDevice); bg = game.Content.Load<Texture2D>("textures/menu/ScoutTank"); Viewport viewport = game.GraphicsDevice.Viewport; joinScreen = new Screen(viewport.Width, viewport.Height); gui.Screen = joinScreen; joinScreen.Desktop.Bounds = new UniRectangle(new UniScalar(0.0f, 0.0f), new UniScalar(0.0f, 0.0f), new UniScalar(1.0f, 0.0f), new UniScalar(1.0f, 0.0f)); InitializeComponents(); joinButton.Pressed += new EventHandler(joinButton_Pressed); backButton.Pressed += new EventHandler(backButton_Pressed); }
public Game() { // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); //Create a full-screen window _mainWindow = new UIWindow (UIScreen.MainScreen.Bounds); _view = new GameWindow(); _view.game = this; _mainWindow.Add(_view); // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public AngryTanks() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // increase update rate to 120 Hz IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int)(1000 / 120)); // instantiate server link serverLink = new ServerLink(); // down with xna's input! Input = new InputManager(Services, Window.Handle); Services.AddService(typeof(InputManager), Input); Components.Add(Input); Input.UpdateOrder = 100; gameServices = new GameServiceContainer(); gui = new GuiManager(gameServices, graphics, Input); Services.AddService(typeof(GuiManager), gui); Components.Add(gui); IsMouseVisible = true; //Input.GetKeyboard().KeyPressed += HandleKeyPress; // instantiate game console //gameConsole = new GameConsole(this, new Vector2(0, 400), new Vector2(800, 200), // new Vector2(10, 10), new Vector2(10, 10), new Color(255, 255, 255, 100)); //Components.Add(gameConsole); //gameConsole.UpdateOrder = 1000; //gameConsole.DrawOrder = 1000; //gameConsole.PromptReceivedInput += HandlePromptInput; // instantiate the world /* disabling for testing world = new World(this, serverLink); Components.Add(world); world.UpdateOrder = 100; world.DrawOrder = 100; */ }
public Engine(DrawingSurface drawingSurface) { RootControl = (Control)App.Current.RootVisual; Asserter.AssertIsNotNull(RootControl, "RootControl"); Asserter.AssertIsNotNull(drawingSurface, "drawingSurface"); _drawingSurface = drawingSurface; _content = new ContentManager(_gameServices); _content.RootDirectory = "Content"; _totalGameTime = TimeSpan.Zero; _accumulatedElapsedGameTime = TimeSpan.Zero; _lastFrameElapsedGameTime = TimeSpan.Zero; _targetElapsedTime = TimeSpan.FromTicks(166667L); _drawState = new DrawState(); _updateState = new UpdateState(); _gameServices = new GameServiceContainer(); }
public Game() { // Initialize collections _services = new GameServiceContainer (); _gameComponentCollection = new GameComponentCollection (); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0,0,Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new MacGameNSWindow (frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _mainWindow.EnableCursorRects(); _gameWindow = new GameWindow (frame); _gameWindow.game = this; _mainWindow.ContentView.AddSubview (_gameWindow); _mainWindow.AcceptsMouseMovedEvents = false; _mainWindow.Center(); // Initialize GameTime _updateGameTime = new GameTime (); _drawGameTime = new GameTime (); //Set the current directory. // We set the current directory to the ResourcePath on Mac Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath); //Tao.Sdl.Sdl.SDL_Init(Tao.Sdl.Sdl.SDL_INIT_JOYSTICK); // Leave these here for when we implement the Activate and Deactivated _mainWindow.DidBecomeKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.HideCursor(); //Console.WriteLine("BecomeKey"); }; _mainWindow.DidResignKey += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignKey"); }; _mainWindow.DidBecomeMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) //_gameWindow.HideCursor(); ////Console.WriteLine("BecomeMain"); }; _mainWindow.DidResignMain += delegate(object sender, EventArgs e) { //if (!IsMouseVisible) // _gameWindow.UnHideCursor(); //Console.WriteLine("ResignMain"); }; }
public Game() { // Initialize collections _services = new GameServiceContainer (); _gameComponentCollection = new GameComponentCollection (); _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded; // The default for Windows is 480 x 800 //RectangleF frame = NSScreen.MainScreen.Frame; RectangleF frame = new RectangleF(0,0,Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight); //Create a window _mainWindow = new NSWindow (frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true); // Perform any other window configuration you desire _mainWindow.IsOpaque = true; _view = new GameWindow (frame); _view.game = this; _mainWindow.ContentView.AddSubview (_view); _mainWindow.AcceptsMouseMovedEvents = false; // Initialize GameTime _updateGameTime = new GameTime (); _drawGameTime = new GameTime (); }
/// <summary> /// Initializes the services. /// </summary> private void InitializeServices(GameServiceContainer services) { ResourceContents = new ResourceContentManager(services, "Content"); services.AddService(typeof (ResourceContentManager), ResourceContents); Time = new TimeManager(); services.AddService(typeof (TimeManager), Time); Camera = new CameraManager(); services.AddService(typeof (CameraManager), Camera); Audio = new AudioManager(); services.AddService(typeof (AudioManager), Audio); if (!windows) { DeviceManager = new GraphicsDeviceManager(Application); services.AddService(typeof (GraphicsDeviceManager), DeviceManager); } Settings = new Settings(); services.AddService(typeof (Settings), Settings); Resources = new ResourceManager(ResourceContents); services.AddService(typeof (ResourceManager), Resources); Input = new InputManager(); services.AddService(typeof (InputManager), Input); Scenes = new SceneManager(); services.AddService(typeof (SceneManager), Scenes); InitializeExports(); }
/// <summary>Initializs a new mocked graphics device service</summary> /// <param name="deviceType">Type of graphics device that will be created</param> /// <param name="graphicsProfile">Profile the graphics device will be initialized for</param> public MockedGraphicsDeviceService( DeviceType deviceType, GraphicsProfile graphicsProfile ) { this.deviceType = deviceType; this.graphicsProfile = graphicsProfile; this.serviceContainer = new GameServiceContainer(); this.serviceContainer.AddService(typeof(IGraphicsDeviceService), this); }
public static void Init(GameServiceContainer serviceContainer, string rootDir) { ContentManager = new ContentManager(serviceContainer); ContentManager.RootDirectory = rootDir; }
public Game() { _instance = this; System.Diagnostics.Debug.Assert(contextInstance != null, "Must set Game.Activity before creating the Game instance"); contextInstance.Game = this; // Initialize collections _services = new GameServiceContainer(); _gameComponentCollection = new GameComponentCollection(); _content = new ContentManager(_services); view = new AndroidGameWindow(contextInstance); view.game = this; // Initialize GameTime _updateGameTime = new GameTime(); _drawGameTime = new GameTime(); }
public void ProcessKeybindings() { GameServiceContainer services = new GameServiceContainer(); ContentManager Content = new ContentManager(services); Content.RootDirectory = "Content"; Game.KeyBindings = Content.Load<KeybindingsConfig>("KeybindingsSettings"); }