public static void Init() { Libs.Register(); }
protected override void LoadContent() { GraphicsDeviceManager.PreferredBackBufferWidth = 640; GraphicsDeviceManager.PreferredBackBufferHeight = 480; GraphicsDeviceManager.PreferMultiSampling = false; GraphicsDeviceManager.ApplyChanges(); Resources.ContentManager = Content; Engine.Init(); Font.Init(); Script.Init(); Libs.Register(); SpriteBatch = new SpriteBatch(GraphicsDevice); Graphics.GraphicsDeviceManager = GraphicsDeviceManager; Graphics.GraphicsDevice = GraphicsDevice; Graphics.SpriteBatch = SpriteBatch; Graphics.BasicEffect = new BasicEffect(GraphicsDevice); Graphics.BasicEffect.TextureEnabled = true; Graphics.BasicEffect.LightingEnabled = false; Graphics.BasicEffect.VertexColorEnabled = false; Graphics.RasterizerStatePrimitive = new RasterizerState(); Graphics.RasterizerStatePrimitive.CullMode = CullMode.None; Graphics.RasterizerStatePrimitive.DepthClipEnable = false; Graphics.RasterizerStatePrimitive.ScissorTestEnable = false; Graphics.RasterizerStateSprite = new RasterizerState(); Graphics.RasterizerStateSprite.CullMode = CullMode.None; Graphics.RasterizerStateSprite.DepthClipEnable = false; Graphics.RasterizerStateSprite.ScissorTestEnable = false; Graphics.DepthStencilStatePrimitive = new DepthStencilState(); Graphics.DepthStencilStatePrimitive.DepthBufferEnable = false; Graphics.DepthStencilStatePrimitive.DepthBufferWriteEnable = false; Graphics.DepthStencilStatePrimitive.StencilEnable = false; Graphics.DepthStencilStateSprite = new DepthStencilState(); Graphics.DepthStencilStateSprite.DepthBufferEnable = false; Graphics.DepthStencilStateSprite.DepthBufferWriteEnable = false; Graphics.DepthStencilStateSprite.StencilEnable = false; Graphics.SamplerStatePrimitive = new SamplerState(); Graphics.SamplerStatePrimitive.Filter = TextureFilter.Linear; Graphics.SamplerStatePrimitive.AddressU = TextureAddressMode.Wrap; Graphics.SamplerStatePrimitive.AddressV = TextureAddressMode.Wrap; Graphics.SamplerStateSprite = new SamplerState(); Graphics.SamplerStateSprite.Filter = TextureFilter.Linear; Graphics.SamplerStateSprite.AddressU = TextureAddressMode.Wrap; Graphics.SamplerStateSprite.AddressV = TextureAddressMode.Wrap; var l = new System.Collections.Generic.List <string>(); foreach (var p in Graphics.BasicEffect.Parameters) { l.Add(p.Name); } //Console.WriteLine(String.Join(", ", l)); Primitive.CreateBasicPrimitives(); UserPrimitive.UpdateCircularBar(false); MainTask = new TaskObject(Script.LoadFile("init.script")); Stage.NextStage(); new Player(); }