public MyGameComponent(Microsoft.Xna.Framework.Game game, IServiceLocator services) : base(game) { // Get the services that this component needs regularly. _services = services; _inputService = services.GetInstance <IInputService>(); _simulation = services.GetInstance <Simulation>(); _graphicsService = services.GetInstance <IGraphicsService>(); _gameObjectService = services.GetInstance <IGameObjectService>(); _uiService = services.GetInstance <IUIService>(); // Add gravity and damping to the physics simulation. _simulation.ForceEffects.Add(new Gravity()); _simulation.ForceEffects.Add(new Damping()); // Create the DeferredGraphicsScreen and some 3D objects. _deferredGraphicsScreen = new DeferredGraphicsScreen(services); _deferredGraphicsScreen.DrawReticle = true; _graphicsService.Screens.Insert(0, _deferredGraphicsScreen); // The GameObjects below expect try to retrieve DebugRenderer and Scene via // service container. var serviceContainer = (ServiceContainer)services; serviceContainer.Register(typeof(DebugRenderer), null, _deferredGraphicsScreen.DebugRenderer); serviceContainer.Register(typeof(IScene), null, _deferredGraphicsScreen.Scene); _cameraGameObject = new CameraObject(services); _gameObjectService.Objects.Add(_cameraGameObject); _deferredGraphicsScreen.ActiveCameraNode = _cameraGameObject.CameraNode; _gameObjectService.Objects.Add(new GrabObject(services)); _gameObjectService.Objects.Add(new StaticSkyObject(services)); _gameObjectService.Objects.Add(new GroundObject(services)); for (int i = 0; i < 10; i++) { _gameObjectService.Objects.Add(new DynamicObject(services, 1)); } // Get the "SampleUI" screen that was created by the StartScreenComponent. _uiScreen = _uiService.Screens["SampleUI"]; // Add a second GraphicsScreen. This time it is a DelegateGraphicsScreen that // draws the UI over DeferredGraphicsScreen. _delegateGraphicsScreen = new DelegateGraphicsScreen(_graphicsService) { RenderCallback = context => _uiScreen.Draw(context.DeltaTime) }; _graphicsService.Screens.Insert(1, _delegateGraphicsScreen); // Create the game menu window. But do not display it yet. _gameMenuWindow = new GameMenuWindow { // If the menu is opened and closed a lot, it is more efficient when _gameMenuWindow.Close() // makes the window invisible but does not remove it from the screen. HideOnClose = true, }; }
public MyGameComponent(Microsoft.Xna.Framework.Game game, IServiceLocator services) : base(game) { // Get the services that this component needs regularly. _services = services; _inputService = services.GetInstance<IInputService>(); _simulation = services.GetInstance<Simulation>(); _graphicsService = services.GetInstance<IGraphicsService>(); _gameObjectService = services.GetInstance<IGameObjectService>(); _uiService = services.GetInstance<IUIService>(); // Add gravity and damping to the physics simulation. _simulation.ForceEffects.Add(new Gravity()); _simulation.ForceEffects.Add(new Damping()); // Create the DeferredGraphicsScreen and some 3D objects. _deferredGraphicsScreen = new DeferredGraphicsScreen(services); _deferredGraphicsScreen.DrawReticle = true; _graphicsService.Screens.Insert(0, _deferredGraphicsScreen); // The GameObjects below expect try to retrieve DebugRenderer and Scene via // service container. var serviceContainer = (ServiceContainer)services; serviceContainer.Register(typeof(DebugRenderer), null, _deferredGraphicsScreen.DebugRenderer); serviceContainer.Register(typeof(IScene), null, _deferredGraphicsScreen.Scene); _cameraGameObject = new CameraObject(services); _gameObjectService.Objects.Add(_cameraGameObject); _deferredGraphicsScreen.ActiveCameraNode = _cameraGameObject.CameraNode; _gameObjectService.Objects.Add(new GrabObject(services)); _gameObjectService.Objects.Add(new StaticSkyObject(services)); _gameObjectService.Objects.Add(new GroundObject(services)); for (int i = 0; i < 10; i++) _gameObjectService.Objects.Add(new DynamicObject(services, 1)); // Get the "SampleUI" screen that was created by the StartScreenComponent. _uiScreen = _uiService.Screens["SampleUI"]; // Add a second GraphicsScreen. This time it is a DelegateGraphicsScreen that // draws the UI over DeferredGraphicsScreen. _delegateGraphicsScreen = new DelegateGraphicsScreen(_graphicsService) { RenderCallback = context => _uiScreen.Draw(context.DeltaTime) }; _graphicsService.Screens.Insert(1, _delegateGraphicsScreen); // Create the game menu window. But do not display it yet. _gameMenuWindow = new GameMenuWindow { // If the menu is opened and closed a lot, it is more efficient when _gameMenuWindow.Close() // makes the window invisible but does not remove it from the screen. HideOnClose = true, }; }