Random rand; //random number generator #endregion Fields #region Constructors //must pass lanewidth from Game1 object public GameBoard( int displayWidth ) { int laneWidth = displayWidth / ( laneCount ); //set up random numbers this.rand = new Random(); this.Lanes = new int[7]; for( int i = 0; i < laneCount; i++ ) { this.Lanes[i] = i * laneWidth; } this.currentNutList = new List<Nut>(); this.removeNutList = new List<Nut>(); //this.currentPineCones = new List<PineCone>(); //this.removePineCones = new List<PineCone>(); //sets up event, to affect frequency of nuts, adjust update interval...perhaps add randomness? this.nutsFalling = new GameTimer(); nutsFalling.UpdateInterval = TimeSpan.FromSeconds(nutFrequency); nutsFalling.Update += new EventHandler<GameTimerEventArgs>(generateNuts); nutsFalling.Start(); //sets up level up timer this.levelTimer = new GameTimer(); levelTimer.UpdateInterval = TimeSpan.FromSeconds(levelFrequency); levelTimer.Update += new EventHandler<GameTimerEventArgs>(levelUp); levelTimer.Start(); }
public void initializeGameTimer() { Microsoft.Xna.Framework.GameTimer gameTimer = new Microsoft.Xna.Framework.GameTimer(); gameTimer.UpdateInterval = TimeSpan.FromMilliseconds(33); gameTimer.Update += delegate { try { FrameworkDispatcher.Update(); } catch { } }; gameTimer.Start(); FrameworkDispatcher.Update(); }
// Performs initialization of the XNA types required for the application. private void InitializeXnaApplication() { // Create the service provider Services = new AppServiceProvider(); // Add the SharedGraphicsDeviceManager to the Services as the IGraphicsDeviceService for the app foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // Create the ContentManager so the application can load precompiled assets Content = new ContentManager(Services, "Content"); // Create a GameTimer to pump the XNA FrameworkDispatcher FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
// Esegue l'inizializzazione dei tipi XNA richiesti per l'applicazione. private void InitializeXnaApplication() { // Creare provider di servizi Services = new AppServiceProvider(); // Aggiungere SharedGraphicsDeviceManager ai servizi come IGraphicsDeviceService per l'applicazione foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // Creare l'elemento ContentManager per caricare gli asset precompilati nell'applicazione Content = new ContentManager(Services, "Content"); // Creare un elemento GameTimer per fornire l'elemento FrameworkDispatcher XNA FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
// Performs initialization of the XNA types required for the application. private void InitializeXnaApplication() { // Create the ContentManager so the application can load precompiled assets Content = new ContentManager(this, "Content"); // Create a GameTimer to pump the XNA FrameworkDispatcher FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
public MainPageViewModel(INavigationService n) { // XNA stuff for media control GameTimer gameTimer = new GameTimer(); gameTimer.UpdateInterval = TimeSpan.FromMilliseconds(33); gameTimer.Update += delegate { try { FrameworkDispatcher.Update(); } catch { } }; gameTimer.Start(); // navigation service this.navigationService = n; // event handlers MediaPlayer.ActiveSongChanged += new EventHandler<EventArgs>(SongChanged); MediaPlayer.MediaStateChanged += new EventHandler<EventArgs>(StateChanged); FrameworkDispatcher.Update(); currentAccentColorHex = (System.Windows.Media.Color)Application.Current.Resources["PhoneAccentColor"]; if (MediaPlayer.GameHasControl) { MessageBox.Show(AppResources.TurnMusicOnLongWP7); IsEnabled = false; } else { IsEnabled = true; NextSongBackground = currentAccentColorHex.ToString(); UpdateView(); } }
// Procède à l'initialisation des types XNA requis pour l'application. private void InitializeXnaApplication() { // Créer le fournisseur de services Services = new AppServiceProvider(); // Ajouter le SharedGraphicsDeviceManager aux Services en tant que IGraphicsDeviceService pour l'application foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // Créez le Gestionnaire de contenu pour que l'application puisse charger les licences pré-compilées Content = new ContentManager(Services, "Content"); // Créez un GameTimer pour pomper le FrameworkDispatcher XNA FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
// Führt die Initialisierung der für die Anwendung erforderlichen XNA-Typen aus. private void InitializeXnaApplication() { // Dienstanbieter erstellen Services = new AppServiceProvider(); // Diensten den SharedGraphicsDeviceManager als IGraphicsDeviceService für die App hinzufügen foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // ContentManager erstellen, damit die Anwendung vorkompilierte Ressourcen laden kann Content = new ContentManager(Services, "Content"); // GameTimer zum Auffüllen des XNA FrameworkDispatcher erstellen FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
// Performs initialization of the XNA types required for the application. private void InitializeXnaApplication() { // Create the service provider Services = new AppServiceProvider(); // Add the SharedGraphicsDeviceManager to the Services as the IGraphicsDeviceService for the app foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // Create the ContentManager so the application can load precompiled assets Content = new ContentManager(Services, "Content"); // Create a GameTimer to pump the XNA FrameworkDispatcher FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); Settings = new Settings(); AudioManager = new AudioManager(Settings.SoundEnabled, Settings.Volume / Settings.MaxVolume, Settings.MusicEnabled, Settings.Volume / Settings.MaxVolume); AudioManager.LoadSong("BasicDrumBeat", Content); AudioManager.LoadSong("ParticleFusion", Content); AudioManager.LoadSound("ClosedHihat", Content); AudioManager.LoadSound("Cymbal", Content); Leaderboard = new Leaderboard(); }
// Lleva a cabo la inicialización de los tipos de XNA necesarios para la aplicación. private void InitializeXnaApplication() { // Cree el proveedor de servicios Services = new AppServiceProvider(); // Agregue el objeto SharedGraphicsDeviceManager a los servicios como objeto IGraphicsDeviceService de la aplicación foreach (object obj in ApplicationLifetimeObjects) { if (obj is IGraphicsDeviceService) Services.AddService(typeof(IGraphicsDeviceService), obj); } // Crear el objeto ContentManager para que la aplicación pueda cargar activos precompilados Content = new ContentManager(Services, "Content"); // Crear un objeto GameTimer para proporcionar la clase FrameworkDispatcher de XNA FrameworkDispatcherTimer = new GameTimer(); FrameworkDispatcherTimer.FrameAction += FrameworkDispatcherFrameAction; FrameworkDispatcherTimer.Start(); }
protected override void Initialize() #endif { // TODO: Add your initialization logic here #if WINDOWS_RT GraphicsDevice = _graphicsManager.GraphicsDevice; // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); BugSenseHandler.Instance.Init("e1821f8f"); BugSenseHandler.Instance.ScreenOrientation = "Landscape"; var pp = GraphicsDevice.PresentationParameters; BugSenseHandler.Instance.ScreenSize.X = pp.BackBufferWidth; BugSenseHandler.Instance.ScreenSize.Y = pp.BackBufferHeight; BugSenseHandler.LogError(new Exception("WINRT Exception"), "This is an error"); _timer = new GameTimer(); _timer.UpdateInterval = TimeSpan.Zero; _timer.Draw += (o, a) => Draw(new GameTime(a.TotalTime, a.ElapsedTime)); //_timer.Update += (o, a) => Update(new GameTime(a.TotalTime, a.ElapsedTime)); _timer.Start(); #else base.Initialize(); #endif }