コード例 #1
0
        public override void Initialize(_3DLayer layer)
        {
            this.Parent = layer;

            foreach (var element in m_Elements)
            {
                element.Initialize();
            }
        }
コード例 #2
0
ファイル: World2D.cs プロジェクト: ddfczm/Project-Dollhouse
 public void Initialize(_3DLayer layer)
 {
     CenterPixel = TextureUtils.TextureFromColor(layer.Device, Color.Purple, 4, 4);
 }
コード例 #3
0
ファイル: 3DScene.cs プロジェクト: ddfczm/Project-Dollhouse
        public override void Initialize(_3DLayer layer)
        {
            this.Parent = layer;

            foreach (var element in m_Elements)
            {
                element.Initialize();
            }
        }
コード例 #4
0
ファイル: TSOGame.cs プロジェクト: ddfczm/Project-Dollhouse
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font();
            GameFacade.MainFont.AddSize(10, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_10px"));
            GameFacade.MainFont.AddSize(12, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_12px"));
            GameFacade.MainFont.AddSize(14, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_14px"));
            GameFacade.MainFont.AddSize(16, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_16px"));

            GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager();
            GameFacade.GameThread = Thread.CurrentThread;

            //uiLayer = new UILayer(this, Content.Load<SpriteFont>("ComicSans"), Content.Load<SpriteFont>("ComicSansSmall"));
            uiLayer = new UILayer(this, Content.Load<SpriteFont>("Fonts/ProjectDollhouse_12px"), Content.Load<SpriteFont>("Fonts/ProjectDollhouse_16px"));
            SceneMgr = new _3DLayer();
            SceneMgr.Initialize(GraphicsDevice);

            GameFacade.Controller = new GameController();
            GameFacade.Screens = uiLayer;
            GameFacade.Scenes = SceneMgr;
            GameFacade.GraphicsDevice = GraphicsDevice;
            GameFacade.Cursor = new CursorManager(this.Window);
            GameFacade.Cursor.Init(TSO.Content.Content.Get().GetPath(""));

            /** Init any computed values **/
            GameFacade.Init();

            GameFacade.Strings = new ContentStrings();
            GameFacade.Controller.StartLoading();
        }
コード例 #5
0
ファイル: Vitaboy.cs プロジェクト: ddfczm/Project-Dollhouse
        private void Vitaboy_Load(object sender, EventArgs e)
        {
            try
            {
                Content.Init("F:\\Games\\Maxis\\The Sims Online\\TSOClient\\", canvas.GraphicsDevice);
            }
            catch (Exception)
            {
                return;
            }

            Content content;
            content = Content.Get();

            foreach (var binding in content.AvatarBindings.List()){
                bindingsList.Items.Add(binding);
            }

            foreach (var outfit in content.AvatarOutfits.List()){
                outfitList.Items.Add(outfit);
            }

            foreach (var animation in content.AvatarAnimations.List()){
                animationsList.Items.Add(animation);
            }

            _3D = new _3DLayer();
            Camera = new BasicCamera(canvas.GraphicsDevice, new Vector3(10.0f, 10.0f, 10.0f), new Vector3(5.0f, 5.0f, 5.0f), Vector3.Up);
            Scene = new _3DScene(canvas.GraphicsDevice, Camera);
            _3D.Add(Scene);
            canvas.Screen.Add(_3D);

            Animator = new Animator();
            Scene.Add(Animator);
        }
コード例 #6
0
        /// <summary>
        /// Setup anything that needs a GraphicsDevice
        /// </summary>
        /// <param name="layer"></param>
        public override void Initialize(_3DLayer layer)
        {
            base.Initialize(layer);

            /**
             * Setup world state, this object acts as a facade
             * to world objects as well as providing various
             * state settings for the world and helper functions
             */
            State = new WorldState(layer.Device, layer.Device.Viewport.Width, layer.Device.Viewport.Height, this);
            State._3D = new tso.world.utils._3DWorldBatch(State);
            State._2D = new tso.world.utils._2DWorldBatch(layer.Device, World2D.NUM_2D_BUFFERS, World2D.BUFFER_SURFACE_FORMATS);
            base.Camera = State.Camera;

            HasInitGPU = true;
            HasInit = HasInitGPU & HasInitBlueprint;

            _2DWorld.Initialize(layer);
        }
コード例 #7
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            TSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice);
            base.Initialize();

            GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager();
            GameFacade.GameThread = Thread.CurrentThread;

            SceneMgr = new _3DLayer();
            SceneMgr.Initialize(GraphicsDevice);

            GameFacade.Controller = new GameController();
            GameFacade.Screens = uiLayer;
            GameFacade.Scenes = SceneMgr;
            GameFacade.GraphicsDevice = GraphicsDevice;
            GameFacade.Cursor = new CursorManager(this.Window);
            GameFacade.Cursor.Init(TSO.Content.Content.Get().GetPath(""));

            /** Init any computed values **/
            GameFacade.Init();

            GameFacade.Strings = new ContentStrings();
            GameFacade.Controller.StartLoading();

            GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; //no culling until i find a good way to do this in xna4 (apparently recreating state obj is bad?)

            BassNet.Registration("*****@*****.**", "2X3163018312422");
            Bass.BASS_Init(-1, 8000, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero, System.Guid.Empty);

            this.IsMouseVisible = true;

            this.IsFixedTimeStep = true;

            WorldContent.Init(this.Services, Content.RootDirectory);

            base.Screen.Layers.Add(SceneMgr);
            base.Screen.Layers.Add(uiLayer);
            GameFacade.LastUpdateState = base.Screen.State;
            if (!GlobalSettings.Default.Windowed) Graphics.ToggleFullScreen();
        }
コード例 #8
0
 public virtual void Initialize(_3DLayer layer)
 {
 }
コード例 #9
0
 public virtual void Initialize(_3DLayer layer)
 {
 }