/// <summary> /// Initialise the input system. Note that accelerometer input defaults to off. /// </summary> /// <param name="game"></param> public InputManager(Project2Game game) : base(game) { // initialisation useMouseDelta = false; accelerometerEnabled = false; mouseDelta = new Vector2(); keyboardManager = new KeyboardManager(game); mouseManager = new MouseManager(game); pointerManager = new PointerManager(game); keyMapping = new KeyMapping(); // get the accelerometer. Returns null if no accelerometer found accelerometer = Accelerometer.GetDefault(); window = Window.Current.CoreWindow; // Set up the gesture recognizer. In this game, it only responds to TranslateX, TranslateY and Tap events gestureRecognizer = new Windows.UI.Input.GestureRecognizer(); gestureRecognizer.GestureSettings = GestureSettings.ManipulationTranslateX | GestureSettings.ManipulationTranslateY | GestureSettings.Tap; // Register event handlers for pointer events window.PointerPressed += OnPointerPressed; window.PointerMoved += OnPointerMoved; window.PointerReleased += OnPointerReleased; // automatically enable accelerometer if we have one this.AccelerometerEnabled(true); this.MouseDeltaEnabled(true); }
public MyGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _keyboardManager = new KeyboardManager(this); _mouseManager = new MouseManager(this); }
public Control(Game game) { Game = game; Window = game.Services.GetService<MasterWindow>(); Keyboard = Window.Keyboard; Mouse = Window.Mouse; }
public Main() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; audioManager = new AudioManager(this); mouseManager = new MouseManager(this); keyboardManager = new KeyboardManager(this); IsMouseVisible = true; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; WindowCreated += WindowShown; GameStateChanged += NewGameState; content = Content; try { XmlDocument read = new XmlDocument(); read.Load("Settings.xml"); try { muted = bool.Parse(read.SelectSingleNode("/Settings/Muted").InnerText); vol = (muted) ? 0 : .025f; } catch { Console.WriteLine("Muted value is invalid; setting to false."); read.SelectSingleNode("/Settings/Muted").InnerText = "false"; vol = .25f; } try { fullscreen = bool.Parse(read.SelectSingleNode("/Settings/Fullscreen").InnerText); graphics.IsFullScreen = fullscreen; } catch { Console.WriteLine("Fullscreen value is invalid; setting to false."); read.SelectSingleNode("/Settings/Fullscreen").InnerText = "false"; graphics.IsFullScreen = false; } read.Save("Settings.xml"); } catch { Console.WriteLine("Could not load settings file; most likely the file doesn't exist."); Console.WriteLine("Generating settings file and setting all options to default."); XmlDocument settings = new XmlDocument(); XmlNode rootNode = settings.CreateElement("Settings"); settings.AppendChild(rootNode); XmlNode userNode = settings.CreateElement("Muted"); userNode.InnerText = "false"; rootNode.AppendChild(userNode); userNode = settings.CreateElement("Fullscreen"); userNode.InnerText = "false"; rootNode.AppendChild(userNode); settings.Save("Settings.xml"); } }
public MyGame() : base() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; keyboardManager = new KeyboardManager(this); graphics.PreferredBackBufferWidth = 320; graphics.PreferredBackBufferHeight = 240; }
/// <summary> /// Initializes a new instance of the <see cref="Project1Game" /> class. /// </summary> public Project1Game() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; keyboardManager = new KeyboardManager(this); mouseManager = new MouseManager(this); }
/// <summary> /// Initializes a new instance of the <see cref="DxExempel2" /> class. /// </summary> public DxExempel2() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Initialize input keyboard system keyboard = new KeyboardManager(this); }
private ViewportF _currentViewport; // the current viewport of the 3D swap chain public ForegroundSwapChainGame() { _graphicsDeviceManager = new GraphicsDeviceManager(this); _graphicsDeviceManager.DeviceCreationFlags |= SharpDX.Direct3D11.DeviceCreationFlags.BgraSupport; // we will create and destroy the foreground swap chain in these event handlers _graphicsDeviceManager.DeviceChangeBegin += HandleDeviceChangeBegin; _graphicsDeviceManager.DeviceChangeEnd += HandleDeviceChangeEnd; // initialize the keyboard manager _keyboardManager = new KeyboardManager(this); Content.RootDirectory = "Content"; }
public Camera( Vector2 clientSize, KeyboardManager keyboardManager, MouseManager mouseManager, PointerManager pointerManager, Vector3 position, Vector3 target, float nearPlane = 1, float farPlane = 20000) : this(clientSize, position, target, nearPlane, farPlane) { KeyboardManager = keyboardManager; MouseManager = mouseManager; PointerManager = pointerManager; }
/// <summary> /// Initializes a new instance of the <see cref="Project1Game" /> class. /// </summary> public Project1Game() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); keyboardManager = new KeyboardManager(this); mouseManager = new MouseManager(this); worldSize = 257; pitch = -0.3f; yaw = 0.8f; roll = 0f; mouseVelocity = 0.05f; moveVelocity = 0.1f; eye = new Vector3(0f, 50f, 0f); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
/// <summary> /// Initializes a new instance of the <see cref="SpriteBatchAndFontGame" /> class. /// </summary> public KeyboardInputGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Create the keyboard manager keyboarManager = new KeyboardManager(this); // Force no vsync and use real timestep to print actual FPS graphicsDeviceManager.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; IsMouseVisible = true; }
public MyGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); //graphicsDeviceManager.IsFullScreen = true; graphicsDeviceManager.PreferredBackBufferHeight = _windowHeight; graphicsDeviceManager.PreferredBackBufferWidth = _windowWidth; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Initialize input keyboard system keyboard = new KeyboardManager(this); // Initialize input mouse system mouse = new MouseManager(this); audiop = new AudioPlayer("rocket"); }
/// <summary> /// Initializes a new instance of the <see cref="RiftGame" /> class. /// </summary> public RiftGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); keyMgr = new KeyboardManager(this); //this.graphicsDeviceManager.IsFullScreen = true; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Initialize OVR Library OVR.Initialize(); // Create our HMD hmd = OVR.HmdCreate(0) ?? OVR.HmdCreateDebug(HMDType.DK2); // Match back buffer size with HMD resolution graphicsDeviceManager.PreferredBackBufferWidth = hmd.Resolution.Width; graphicsDeviceManager.PreferredBackBufferHeight = hmd.Resolution.Height; }
public PokeSiGame() { instance = this; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = PreferredWidth; graphics.PreferredBackBufferHeight = PreferredHeight; graphics.IsFullScreen = IsFullScreen; Keyboard = new KeyboardManager(this); Mouse = new MouseManager(this); Input.Initilize(this); this.IsMouseVisible = true; Content.RootDirectory = "Content"; // Framerate differs between platforms. TargetElapsedTime = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetFrameRate); screenManager = new ScreenManager(this); }
public SampleGame() { // create the graphics device manager and set desired screen resolution _graphicsDeviceManager = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 1440, PreferredBackBufferHeight = 900 }; // give a chance to override selected graphics device settings (for example, to use a WARP adapter) _graphicsDeviceManager.PreparingDeviceSettings += HandlePreparingDeviceSettings; // initialize the camera _camera = new OrbitCamera { Radius = 2f, Target = new Vector3() }; // initialize the keyboard manager _keyboardManager = new KeyboardManager(this); Content.RootDirectory = "Content"; }
/// <summary> /// Initializes a new instance of the <see cref="LabGame" /> class. /// </summary> public LabGame(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Create the keyboard manager keyboardManager = new KeyboardManager(this); assets = new Assets(this); random = new Random(); input = new GameInput(); // Set boundaries. boundaryLeft = -4.5f * Camera.MaxModelSize / 5; boundaryRight = 4.5f * Camera.MaxModelSize / 5; boundaryTop = 4 * Camera.MaxModelSize / 5; boundaryBottom = -4.5f; // Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; this.mainPage = mainPage; score = 0; difficulty = 1; }
/// <summary> /// Initializes a new instance of the <see cref="Project2Game" /> class. /// </summary> public Project2Game(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; input = new GameInput(); input.gestureRecognizer.Tapped += Tapped; // Create the keyboard and mouse manager keyboardManager = new KeyboardManager(this); mouseManager = new MouseManager(this); this.mainPage = mainPage; }
/// <summary> /// Initializes a new instance of the <see cref="LabGame" /> class. /// </summary> public LabGame(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Create the keyboard manager keyboardManager = new KeyboardManager(this); assets = new Assets(this); random = new Random(Environment.TickCount); input = new GameInput(); // Set boundaries. boundaryLeft = -4.5f; boundaryRight = 4.5f; boundaryTop = 4; boundaryBottom = -4.5f; boundaryFront = -4.5f; boundaryBack = 4.5f; // Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; this.mainPage = mainPage; score = 0; difficulty = 1; currentGameTimeSecond = 0; //make it safe mazeSeed=random.Next(1,Int32.MaxValue-1); }
/// <summary> /// Initializes the user input-related variables /// </summary> /// <param id="gc"></param> public void Initialize(GameWindow gc) { this.gc = gc; mKeyb = new KeyboardManager(gc); mKeyb.Initialize(); mMouse = new MouseManager(gc); mMouse.Initialize(); pKeyb = mKeyb.GetState(); pMouse = mMouse.GetState(); nativeWindow = gc.Window.NativeWindow as System.Windows.Forms.Form; MouseVector = GetMouseVector(); prevMouseVector = MouseVector; gc.Deactivated += win_Deactivated_handler; gc.Activated += win_Activated_handler; gc.Window.ClientSizeChanged += win_SizeChanged_handler; }
/// <summary> /// Initializes a new instance of the <see cref="LabGame" /> class. /// </summary> public GameController(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); //Slider Values // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Create the keyboard manager keyboardManager = new KeyboardManager(this); random = new Random(); input = new GameInput(); size = 10; generateGhost = 0.99; // Set boundaries. boundaryNorth = 2.6f; boundaryEast = size * 10 - 2.6f; boundarySouth = size * 10 - 2.6f; boundaryWest = 2.6f; // Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; this.mainPage = mainPage; }
private Stack<GameObject> removedGameObjects; //game objects to be removed from the active list #endregion Fields #region Constructors /// <summary> /// Initializes a new instance of the <see cref="LabGame" /> class. /// </summary> public LabGame(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Create the keyboard manager keyboardManager = new KeyboardManager(this); //Assets utility class assets = new Assets(this); //Input parser input = new GameInput(); // Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; //Create main XAML interface this.mainPage = mainPage; //Initialise game state score = 0; difficulty = 1; gameOver = false; size = 7; edgemax = (int)Assets.WORLD_WIDTH; }
/// <summary> /// Initializes a new instance of the <see cref="MonitorInfoGame" /> class. /// </summary> public MonitorInfoGame() { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // handling of this event allows to force usage of a specific adapter graphicsDeviceManager.PreparingDeviceSettings += HandlePreparingDeviceSettings; // initial, windowed resolution graphicsDeviceManager.PreferredBackBufferWidth = 1024; graphicsDeviceManager.PreferredBackBufferHeight = 768; // all initial components should be created in game constructor keyboardManager = new KeyboardManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; }
public static void Initialize(Game game, bool keyboardEnabled = true, bool mouseEnabled = true, bool touchEnabled = false) { InputManager.game = game; InputManager.graphicsDevice = game.GraphicsDevice; keyboard = new KeyboardManager(game); mouse = new MouseManager(game); InputManager.keyboardEnabled = keyboardEnabled; InputManager.mouseEnabled = mouseEnabled; InputManager.touchEnabled = touchEnabled; ClipWhileDragging = false; }
/// <summary> /// Initializes a new instance of the <see cref="Project1Game" /> class. /// </summary> public Project1Game(MainPage mainpage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; assets = new Assets(this); // Create the keyboard manager keyboardManager = new KeyboardManager(this); //new GameInput input = new GameInput(); //// Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; // Set boundaries. boundaryLeft = -4.5f; boundaryRight = 4.5f; boundaryTop = 4; boundaryBottom = -4.5f; this.mainpage = mainpage; }
/// <summary> /// Initializes a new instance of the <see cref="ProjectGame" /> class. /// </summary> public ProjectGame(MainPage mainPage) { // Creates a graphics manager. This is mandatory. graphicsDeviceManager = new GraphicsDeviceManager(this); //graphicsDeviceManager.PreferredGraphicsProfile = new FeatureLevel[] { FeatureLevel.Level_10_0, }; graphicsDeviceManager.PreferredGraphicsProfile = new FeatureLevel[] { FeatureLevel.Level_10_1, }; // Setup the relative directory to the executable directory // for loading contents with the ContentManager Content.RootDirectory = "Content"; // Create the keyboard manager keyboardManager = new KeyboardManager(this); random = new Random(); input = new GameInput(); // Initialise event handling. input.gestureRecognizer.Tapped += Tapped; input.gestureRecognizer.ManipulationStarted += OnManipulationStarted; input.gestureRecognizer.ManipulationUpdated += OnManipulationUpdated; input.gestureRecognizer.ManipulationCompleted += OnManipulationCompleted; this.mainPage = mainPage; difficulty = 1; score = 0; }