public Configuration(Game game) : base(game) { graphics = new GraphicsDeviceManager(game); Game_Library.Configuration config = game.Content.Load<Game_Library.Configuration>("Interface/Configuration"); Width = config.Width; Height = config.Height; Fullscreen = config.Fullscreen; if (Fullscreen == true) { graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; graphics.ApplyChanges(); if (graphics.IsFullScreen == false) graphics.ToggleFullScreen(); } else { graphics.PreferredBackBufferHeight = Height; graphics.PreferredBackBufferWidth = Width; graphics.ApplyChanges(); if (graphics.IsFullScreen == true) graphics.ToggleFullScreen(); } game.Window.ClientSizeChanged += new EventHandler<EventArgs>(OnResize); }
public mainClass() { graphics = new GraphicsDeviceManager(this); graphics.ToggleFullScreen(); CameraPos = new Vector2(272, 5072); Bounds = new Vector2(); Instance = this; Content.RootDirectory = "Content"; //Random RNG = new Random(); //for (int i = 0; i < 10; i++) //{ // if (RNG.Next(100)/(double)100 <= 0.3) // { // Console.WriteLine("Yes"); // } // else // { // Console.WriteLine("No"); // } //} // Environment.Exit(0); }
//nothing much to see here, typical XNA initialization code public FlxFactory() { int div = 2; FlxG.zoom = 1; #if DEBUGX2 div = 2; FlxG.zoom = 2; #endif #if ! DEBUG FlxG.zoom = 2; div = 1; FlxG.fullscreen = true; #endif FlxG.resolutionWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width / div; FlxG.resolutionHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / div; //set up the graphics device and the content manager _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; if (FlxG.fullscreen) { //resX = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; //resY = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; if (GraphicsAdapter.DefaultAdapter.IsWideScreen) { //if user has it set to widescreen, let's make sure this //is ACTUALLY a widescreen resolution. if (((FlxG.resolutionWidth / 16) * 9) != FlxG.resolutionHeight) { FlxG.resolutionWidth = (FlxG.resolutionHeight / 9) * 16; } } } //we don't need no new-fangled pixel processing //in our retro engine! _graphics.PreferMultiSampling = false; //set preferred screen resolution. This is NOT //the same thing as the game's actual resolution. _graphics.PreferredBackBufferWidth = FlxG.resolutionWidth; _graphics.PreferredBackBufferHeight = FlxG.resolutionHeight; //make sure we're actually running fullscreen if //fullscreen preference is set. if (FlxG.fullscreen && _graphics.IsFullScreen == false) { _graphics.ToggleFullScreen(); } _graphics.ApplyChanges(); Console.WriteLine("Running Game at Settings: {0}x{1}\nFullscreen?: {2}\nPreferrred: {3}x{4}", FlxG.resolutionWidth, FlxG.resolutionHeight, FlxG.fullscreen, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); FlxG.Game = this; #if !WINDOWS_PHONE //Components.Add(new GamerServicesComponent(this)); #endif }
public Game() { if (Constants.FORM_LOAD_ELASUND) { #if !DEBUG FormLoadGame formLoadGame = new FormLoadGame(); formLoadGame.ShowDialog(); if (formLoadGame.DialogResult == System.Windows.Forms.DialogResult.Cancel) this.Exit(); #endif } else { Settings.SCREEN_WIDTH = 1024; Settings.SCREEN_HEIGHT = 768; Settings.FULL_SCREEN = false; } graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = Settings.SCREEN_WIDTH; graphics.PreferredBackBufferHeight = Settings.SCREEN_HEIGHT; this.Window.Title = Constants.NAME_GAME; if (Settings.FULL_SCREEN) graphics.ToggleFullScreen(); }
public static void screenstings(GraphicsDeviceManager graphics) { KeyboardState kb = Keyboard.GetState() ; if (kb.IsKeyDown(Keys.F11)) { graphics.ToggleFullScreen(); } }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferWidth = 1280; graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; Window.Title = "Super Death Ray"; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; graphics.ToggleFullScreen(); }
public Game() { graphics = new GraphicsDeviceManager(this); graphics.ToggleFullScreen(); graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.ApplyChanges(); Content.RootDirectory = "Content"; }
public Game1() { // ウィンドウの大きさを変更する GraphicsDeviceManager graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = ScreenWidth; graphics.PreferredBackBufferHeight = ScreenHeight; input = new Input(this); Content.RootDirectory = "Content"; graphics.ToggleFullScreen(); }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = window_res_y; graphics.PreferredBackBufferWidth = window_res_x; if(fullscreen != graphics.IsFullScreen) { graphics.ToggleFullScreen(); } Content.RootDirectory = "Content"; }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; if (!graphics.IsFullScreen) graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; if (Keyboard.GetState().IsKeyDown(Keys.LeftShift)) { DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode; graphics.PreferredBackBufferFormat = displayMode.Format; graphics.PreferredBackBufferHeight = displayMode.Height; graphics.PreferredBackBufferWidth = displayMode.Width; graphics.ToggleFullScreen(); } }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; storageManager = new StorageManager(); gameConfiguration = storageManager.LoadGameConfiguration(); graphics.PreferredBackBufferWidth = gameConfiguration.Width; graphics.PreferredBackBufferHeight = gameConfiguration.Height; if (gameConfiguration.IsFullScreen) graphics.ToggleFullScreen(); }
public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); system = new ParticleSystem(this); graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; graphics.PreferMultiSampling = false; this.IsFixedTimeStep = false; graphics.SynchronizeWithVerticalRetrace = false; graphics.ToggleFullScreen(); }
//Form MyGameForm; public SplashScreen() { clrForBack = clrForSave = Color.Black; pathToSaveInfoFile = ""; graphics = new GraphicsDeviceManager(this); graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; // MyGameForm = (Form)Form.FromHandle(this.Window.Handle); // MyGameForm.FormBorderStyle = FormBorderStyle.None; moveForwardCursor = 11F; temp = new Vector2(100, 100); menuItemEnterInfoButton = menuItemExitButton = menuItemStartButton = Color.Black; genderForGetInfo = Gender.male; blink = false; TimetobBlink = 0; }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferHeight = 1080; graphics.PreferredBackBufferWidth = 1440; graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; // 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, "Backgrounds/blank", "Fonts/menufont"); Components.Add(screenManager); AddInitialScreens(); }
/// <summary> /// The main game constructor. /// </summary> public ParchmentDragon() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ToggleFullScreen(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); }
/// <summary> /// Constructor and the Starting point of the game /// </summary> /// <param name="screenProperties">Represents the screen properties that were passed from the thread creation</param> public Paradox(object[] screenProperties) { int width = (int)screenProperties[0]; int height = (int)screenProperties[1]; bool fullScreen = (bool)screenProperties[2]; _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _graphics.PreferredBackBufferWidth = width; _graphics.PreferredBackBufferHeight = height; _graphics.ApplyChanges(); if (fullScreen) { _graphics.ToggleFullScreen(); } _save = Save.LoadFile(); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = screenHeight;//768 graphics.PreferredBackBufferWidth = screenWidth;//1366 //Antialiasing graphics.PreferMultiSampling = true; graphics.ApplyChanges(); // Pantalla completa if (!graphics.IsFullScreen) graphics.ToggleFullScreen(); //Velocidad del juego, 50 = 20FPS //16.6666667 milliseconds = 60FPS //TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 60); }
public Game1() : base() { graphics = new GraphicsDeviceManager(this); graphicsDevice = this.GraphicsDevice; Content.RootDirectory = "Content"; Window.AllowUserResizing = false; viewport = this.GraphicsDevice.Viewport; int width = 1600; int height = 900; graphics.PreferredBackBufferWidth = width; graphics.PreferredBackBufferHeight = height; viewport.Width = graphics.PreferredBackBufferWidth; viewport.Height = graphics.PreferredBackBufferHeight; scale = (float)((double)(width * height) / (double)(1600 * 900)); center = new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight / 2); centerRectangle = new Rectangle((int)center.X - 20, (int)center.Y - 20, 40, 40); contentMgr = this.Content; graphics.ToggleFullScreen(); }
public Game1() : base() { //Set Screen size baed on settings var screenData = XmlLoader.Load<WorldSettings>("WorldSettings"); m_Graphics = new GraphicsDeviceManager(this); if (screenData.Fullscreen) { m_Graphics.ToggleFullScreen(); m_Graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; m_Graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; } else { m_Graphics.PreferredBackBufferWidth = screenData.ScreenWidth; m_Graphics.PreferredBackBufferHeight = screenData.ScreenHeight; } Content.RootDirectory = "Content"; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; int i = 0; while (i < 11) { Portal portal = new Portal(200 * i, 100 * i, graphics); portal.portD = random.Next(10, 25); portals.Add(portal); i++; } playerOne = new PlayerOne(400, 500, graphics); playerTwo = new PlayerTwo(1600, 500, graphics); graphics.PreferredBackBufferHeight = 1080; graphics.PreferredBackBufferWidth = 1920; if (graphics.IsFullScreen) { graphics.ToggleFullScreen(); } }
public Engine() { graphics = new GraphicsDeviceManager(this); balanceBoard = new Wiimote(); graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferWidth = 1000; graphics.ToggleFullScreen(); Content.RootDirectory = "Content"; usingBalanceBoard = false; balanceBoards = new WiimoteCollection(); //old //level = new PlayScreen(this,balanceBoard); level = new PlayScreen(this, balanceBoards); //old //menu = new Menu(this, balanceBoard); menu = new Menu(this, balanceBoards); saveScore = new SaveScore(this); this.Components.Add(menu); this.Components.Add(saveScore); this.Components.Add(level); status = 0; }
public Main() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = APP_WIDTH; graphics.PreferredBackBufferHeight = APP_HEIGHT; kinector = new KinectManager(APP_WIDTH, APP_HEIGHT, this.graphics); //instantiate your custom screens here stageScreen = new StageScreen(kinector); splashScreen = new SplashScreen(); menuScreen = new MenuScreen(Color.Beige); aboutScreen = new TestScreen(); cartesianTestScreen = new CartesianTestScreen(); createProfileScreen = new CreateProfileScreen(); menuScreen.setScreenColor(Color.Olive); graphics.ToggleFullScreen(); IsMouseVisible = true; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; if (!this.isFullScreen) { graphics.PreferredBackBufferWidth = 1440; graphics.PreferredBackBufferHeight = 810; } else { graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; graphics.ToggleFullScreen(); } graphics.PreferMultiSampling = true; this.IsMouseVisible = true; this.Window.AllowUserResizing = false; graphics.ApplyChanges(); }
//nothing much to see here, typical XNA initialization code public FlxFactory() { //set up the graphics device and the content manager _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; if (_fullScreen) { resX = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; resY = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; if (GraphicsAdapter.DefaultAdapter.IsWideScreen) { //if user has it set to widescreen, let's make sure this //is ACTUALLY a widescreen resolution. if (((resX / 16) * 9) != resY) { resX = (resY / 9) * 16; } } } //we don't need no new-fangled pixel processing //in our retro engine! _graphics.PreferMultiSampling = false; //set preferred screen resolution. This is NOT //the same thing as the game's actual resolution. _graphics.PreferredBackBufferWidth = resX; _graphics.PreferredBackBufferHeight = resY; //make sure we're actually running fullscreen if //fullscreen preference is set. if (_fullScreen && _graphics.IsFullScreen == false) { _graphics.ToggleFullScreen(); } _graphics.ApplyChanges(); FlxG.Game = this; #if !WINDOWS_PHONE Components.Add(new GamerServicesComponent(this)); #endif }
//nothing much to see here, typical XNA initialization code public FlxFactory() { //Read the GAMESETTINGS.txt file string gameSettings = File.ReadAllText("GAMESETTINGS.txt"); string[] splitter = gameSettings.Split('\n'); //Console.WriteLine(splitter[0]); FlxG.resolutionWidth = Convert.ToInt32(splitter[0].Substring(2)); FlxG.resolutionHeight = Convert.ToInt32(splitter[1].Substring(2)); if (splitter[2].Substring(11).StartsWith("1")) FlxG.fullscreen = true; FlxG.zoom = Convert.ToInt32(splitter[3].Substring(5)); //set up the graphics device and the content manager _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; if (FlxG.fullscreen) { //resX = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; //resY = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; #if !__ANDROID__ if (GraphicsAdapter.DefaultAdapter.IsWideScreen) { //if user has it set to widescreen, let's make sure this //is ACTUALLY a widescreen resolution. if (((FlxG.resolutionWidth / 16) * 9) != FlxG.resolutionHeight) { FlxG.resolutionWidth = (FlxG.resolutionHeight / 9) * 16; } } #endif } //we don't need no new-fangled pixel processing //in our retro engine! _graphics.PreferMultiSampling = false; //set preferred screen resolution. This is NOT //the same thing as the game's actual resolution. _graphics.PreferredBackBufferWidth = FlxG.resolutionWidth; _graphics.PreferredBackBufferHeight = FlxG.resolutionHeight; //make sure we're actually running fullscreen if //fullscreen preference is set. if (FlxG.fullscreen && _graphics.IsFullScreen == false) { _graphics.ToggleFullScreen(); } _graphics.ApplyChanges(); Console.WriteLine("Running Game at Settings: {0}x{1} Fullscreen?:{2} // Preferrred {3} {4}", FlxG.resolutionWidth, FlxG.resolutionHeight, FlxG.fullscreen, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height); FlxG.Game = this; #if !WINDOWS_PHONE //Components.Add(new GamerServicesComponent(this)); #endif }
public override void ToggleFullScreen() { _isFullScreen = !_isFullScreen; _gdManager.ToggleFullScreen(); }
/// <summary>Holds the class to move the model to fit the data skeleton of Kinect.</summary> // static public AvateerHandler avateerHandler; //--------------------------------------------------// // Constructor // // Do initialization here before the game starts // //--------------------------------------------------// public Game1() { // Initialize the graphics manager graphics = new GraphicsDeviceManager(this); graphics.PreferMultiSampling = true; graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = 1600; graphics.PreferredBackBufferHeight = 900; // Initialization of the scene manager sceneManager = new SceneManager(this.Content); // Root directory of the content Content.RootDirectory = "Content"; // Initialization of the skeleton data person = new Person(); // Initialization of kinect kinect = new Kinect(); graphics.ApplyChanges(); #if FULL graphics.ToggleFullScreen(); #endif }
public void Update(GameTime gameTime, int vitesse, GraphicsDeviceManager graphics, MultiMenuChoose multimenuchoose) { if (KB.New.IsKeyDown(Keys.Escape) && !KB.Old.IsKeyDown(Keys.Escape)) { selection = 0; GameState.State = "initial"; //retour au menu } #region selection if (selection == -1) //pour que la selection ne dépasse pas les negatifs selection = 3; else selection = selection % 4; //pour que la selection ne dépasse pas 4 if (KB.New.IsKeyDown(Keys.Down) && !KB.Old.IsKeyDown(Keys.Down)) selection++; if (KB.New.IsKeyDown(Keys.Up) && !KB.Old.IsKeyDown(Keys.Up)) selection--; #endregion #region survoler le menu if (selection == 0) fullscreenText = fullscreenTextH; //fullscreen selectionné else fullscreenText = fullscreenTextN; if (selection == 1) soundText = soundTextH; //sound selectionné else soundText = soundTextN; if (selection == 2) langueText = langueTextH; //langue selectionné else langueText = langueTextN; if (selection == 3) nomText = nomTextH; //langue selectionné else nomText = nomTextN; #endregion #region fullscreenToggle if (selection == 0) //si fullscreen selectionné { if (KB.New.IsKeyDown(Keys.Left) && !KB.Old.IsKeyDown(Keys.Left) && selectionFullscreen == 1) //si appuye gauche { selectionFullscreen = 0; fullscreenToggle = fullscreenToggleOn; graphics.ToggleFullScreen(); //changer fullscreen } if (KB.New.IsKeyDown(Keys.Right) && !KB.Old.IsKeyDown(Keys.Right) && selectionFullscreen == 0) //si appuye droite { selectionFullscreen = 1; fullscreenToggle = fullscreenToggleOff; graphics.ToggleFullScreen(); //changer fullscreen } } #endregion #region soundToggle if (selection == 1) //is sound selected { if (KB.New.IsKeyDown(Keys.Left) && !KB.Old.IsKeyDown(Keys.Left) && selectionSound == 1) { selectionSound = 0; AudioRessources.volume = 1f; soundToggle = soundToggleOn; } if (KB.New.IsKeyDown(Keys.Right) && !KB.Old.IsKeyDown(Keys.Right) && selectionSound == 0) { selectionSound = 1; AudioRessources.volume = 0f; soundToggle = soundToggleOff; } } #endregion #region langueToggle if (selection == 2) //is sound selected { if (KB.New.IsKeyDown(Keys.Left) && !KB.Old.IsKeyDown(Keys.Left) && selectionLangue == 1) { selectionLangue = 0; Langue.Choisie = "fr"; LoadContent(); menu.LoadContent(); menuaide.LoadContent(); menuchoose.LoadContent(); multimenuchoose.LoadContent(); langueToggle = langueToggleFR; } if (KB.New.IsKeyDown(Keys.Right) && !KB.Old.IsKeyDown(Keys.Right) && selectionLangue == 0) { selectionLangue = 1; Langue.Choisie = "en"; LoadContent(); menu.LoadContent(); menuaide.LoadContent(); menuchoose.LoadContent(); langueToggle = langueToggleEN; } } #endregion #region nomButton if (selection == 3) //is sound selected { if (KB.New.IsKeyDown(Keys.Enter) && !KB.Old.IsKeyDown(Keys.Enter)) { GameState.State = "menuName"; } } #endregion }
/// <summary> /// Zmienia stan ekranu (fullscren/windowed) i informuje obiekty UI o tej zmianie /// </summary> public void ToggleFullscreen(bool isFullScreen, GraphicsDeviceManager graphicsDeviceManager) { if (!isFullScreen) { screenSizeX = fullscreenSizeX; screenSizeY = fullscreenSizeY; } else { screenSizeX = originalScreenSizeX; screenSizeY = originalScreenSizeY; } graphicsDeviceManager.PreferredBackBufferWidth = screenSizeX; graphicsDeviceManager.PreferredBackBufferHeight = screenSizeY; graphicsDeviceManager.ApplyChanges(); graphicsDeviceManager.ToggleFullScreen(); UpdateControls(); }