/// <summary> /// Initializes the screen and applies the correct resolution and adds all gamestates to the gamestate manager. /// </summary> protected override void Initialize() { base.Initialize(); screen = new Point(1900, 1050); windowSize = new Point(1280, 720); FullScreen = false; ApplyResolutionSettings(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here gameStateManager.AddGameState("titleMenu", new TitleMenuState()); GameStateManager.AddGameState("settingsState", new SettingsState()); gameStateManager.AddGameState("characterSelection", new CharacterSelection()); //Weghalen als characterselection eenmaal definitief aan staat, anders maakt hij al deze dingen opnieuw aan TO DO //Kan niet in plaats van in Characterselection hier aangemaakt worden, omdat dan de keuze niet goed wordt doorgegeven aan playingstate //als ik daar alleen playingstate zou zetten, is de volgorde niet meer goed. /* * gameStateManager.AddGameState("playingState", new PlayingState()); //Deze VERWIJDEREN ALS CHAR SELECTION IS GEACTIVEERD * gameStateManager.AddGameState("levelFinishedState", new LevelFinishedState()); * GameStateManager.AddGameState("pauseState", new PauseState()); * gameStateManager.AddGameState("conversation", new ConversationState()); * gameStateManager.AddGameState("cutscene", new CutsceneState());*/ gameStateManager.SwitchTo("titleMenu"); }
public Kreen() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Set resolution graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.PreferMultiSampling = false; graphics.SynchronizeWithVerticalRetrace = true; this.IsFixedTimeStep = true; gameStateManager = new GameStateManager(this); bloomComponent = new BloomComponent(this); Components.Add(gameStateManager); Components.Add(bloomComponent); #if DEBUG FPS fps = new FPS(this); Components.Add(fps); #endif // Add initial game state gameStateManager.AddGameState(new StateMenu(gameStateManager)); }
protected override void LoadContent() { base.LoadContent(); // set a custom world and window size worldSize = new Point(1440, 825); windowSize = new Point(1024, 586); // to let these settings take effect, we need to set the FullScreen property again FullScreen = false; // load the player's progress from a file LoadProgress(); // add the game states GameStateManager.AddGameState(StateName_Title, new TitleMenuState()); GameStateManager.AddGameState(StateName_LevelSelect, new LevelMenuState()); GameStateManager.AddGameState(StateName_Help, new HelpState()); GameStateManager.AddGameState(StateName_Playing, new PlayingState()); // start at the title screen GameStateManager.SwitchTo(StateName_Title); // play background music AssetManager.PlaySong("Sounds/snd_music", true); }
protected override void LoadContent() { base.LoadContent(); // set a custom world and window size worldSize = new Point(700, 1200); windowSize = new Point(350, 600); // to let these settings take effect, we need to set the FullScreen property again FullScreen = false; // add the game states GameStateManager.AddGameState(StateName.Home, new HomeState()); GameStateManager.AddGameState(StateName.Play, new PlayState()); GameStateManager.AddGameState(StateName.ChangeBall, new ChangeBallState()); // start at the home screen GameStateManager.SwitchTo(StateName.Home); // hanlde volumn state bool isMuted = GameSettingHelper.GetVolumnState(); MediaPlayer.IsMuted = isMuted; SoundEffect.MasterVolume = isMuted ? 0f : 1f; // play background music AssetManager.PlaySong("Sounds/snd_music", true); }
protected override void LoadContent() { base.LoadContent(); bgMusic = AssetManager.Content.Load <SoundEffect>("Sound/Background_music"); soundEffectInstance = bgMusic.CreateInstance(); soundEffectInstance.IsLooped = true; soundEffectInstance.Play(); screen = new Point(1920, 1080); ApplyResolutionSettings(); FullScreen = true; GameStateManager.AddGameState("StartState", new StartState()); GameStateManager.AddGameState("Level1", new Level1()); GameStateManager.AddGameState("Level2", new Level2()); GameStateManager.AddGameState("Level3", new Level3()); GameStateManager.AddGameState("Level4", new Level4()); GameStateManager.AddGameState("Level5", new Level5()); GameStateManager.AddGameState("EndStateWon", new EndStateWon()); GameStateManager.AddGameState("EndStateLost", new EndStateLost()); GameStateManager.AddGameState("ExplanationState", new ExplanationState()); GameStateManager.AddGameState("ExplanationStateTwo", new ExplanationStateTwo()); GameStateManager.SwitchTo("StartState"); }
protected override void Initialize() { // Create GameStateManager and add it to components stateManager = new GameStateManager(this, "Fonts/defaultfont"); Components.Add(stateManager); // Create game states playingState = new PlayingState(); mainMenuState = new MainMenuState(playingState); mainMenuState.StatusChanged += mainMenuState_StatusChanged; stateManager.AddGameState(mainMenuState); stateManager.AddGameState(playingState); this.IsMouseVisible = true; base.Initialize(); stateManager.SwitchToState(mainMenuState); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); Screen = new Point(1000, 552); ApplyResolutionSettings(); GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.SwitchTo("PlayingState"); }
protected override void LoadContent() { base.LoadContent(); Screen = new Point(800, 600); ApplyResolutionSettings(); // Add the game states and call the first one. GameStateManager.AddGameState("Play", new RaceState()); GameStateManager.SwitchTo("Play"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); Screen = new Point(1200, 800); ApplyResolutionSettings(); GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.SwitchTo("PlayingState"); IsMouseVisible = true; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); Screen = new Point(800, 950); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("GameOverState", new GameOverState()); GameStateManager.SwitchTo("PlayingState"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(1920, 1080); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.SwitchTo("PlayingState"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(800, 600); SetFullScreen(false); IsMouseVisible = true; // TODO: use this.Content to load your game content here gameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("GameOverState", new GameOverState()); gameStateManager.SwitchTo("PlayingState"); }
public void UpdateSelectedItem(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; _timeSinceLastUpdate += elapsed; if (_timeSinceLastUpdate < _updateInterval) { return; } if (IsSelected()) { if (_selectedItemIndex == 0) { // start game GameStateManager gameStateManager = (GameStateManager)Game.Services.GetService(typeof(GameStateManager)); gameStateManager.AddGameState(new PlayingGameState(Game)); } if (_selectedItemIndex == 1) { // show help } if (_selectedItemIndex == 2) { Game.Exit(); } } if (IsMovingUp()) { _selectedItemIndex--; } if (IsMovingDown()) { _selectedItemIndex++; } if (_selectedItemIndex < 0) { _selectedItemIndex = _menuItems.Count - 1; } if (_selectedItemIndex >= _menuItems.Count) { _selectedItemIndex = 0; } _timeSinceLastUpdate -= _updateInterval; }
protected override void LoadContent() { base.LoadContent(); // Create a new SpriteBatch, which can be used to draw textures. screen = new Point(1280, 720); ApplyResolutionSettings(); PlayingState playingState = new PlayingState(); GameStateManager.AddGameState("StartState", new StartState(playingState)); GameStateManager.SwitchTo("StartState"); GameStateManager.AddGameState("PlayState", playingState); }
protected override void Initialize() { stateManager = new GameStateManager(this, "Fonts/defaultfont"); state2 = new GamingState("Game"); physicsState = new PhysicsState("Physics test"); state1 = new MainMenuState("Main Menu", state2, physicsState); pauseState = new PauseState("Paused"); stateManager.AddGameState(state1); stateManager.AddGameState(state2); stateManager.AddGameState(physicsState); stateManager.AddGameState(pauseState, true); state1.StatusChanged += this.TestStateStatusChanged; state2.StatusChanged += this.TestStateStatusChanged; pauseState.StatusChanged += this.TestStateStatusChanged; physicsState.StatusChanged += this.TestStateStatusChanged; Components.Add(stateManager); this.IsMouseVisible = true; base.Initialize(); // Activate our first state, which surprisingly is the MainMenuState stateManager.SwitchToState(state1); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); screen = new Point(600, 800); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("DeathState", new DeathState()); GameStateManager.AddGameState("TitleScreen", new TitleScreenState()); GameStateManager.SwitchTo("TitleScreen"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(470, 550); SetFullScreen(false); gameStateManager.AddGameState(playingState, new PlayingState()); GameStateManager.AddGameState(gameoverState, new GameoverState()); gameStateManager.SwitchTo(playingState); // TODO: Add game states to GameStateManager here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); font = Content.Load <SpriteFont>("font");//hier laadt ik de font in Screen = new Point(880, 880); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here thePlayingstate = new GameStates.Playingstate(rows, columns); GameStateManager.AddGameState("Play", thePlayingstate); GameStateManager.AddGameState("Begin", new GameStates.Beginstate()); GameStateManager.SwitchTo("Begin"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(800, 550); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("playingstate", new PlayingState()); GameStateManager.AddGameState("gameover", new GameOver()); GameStateManager.AddGameState("titlescreen", new Titlescreen()); GameStateManager.AddGameState("victory", new VictoryScreen()); gameStateManager.SwitchTo("titlescreen"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(1920, 1080); ApplyResolutionSettings(); GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("StartState", new StartState()); GameStateManager.AddGameState("GameOverState", new GameOverState()); GameStateManager.AddGameState("WinState", new WinState()); GameStateManager.SwitchTo("StartState"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(1280, 720); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("StartingState", new StartingState()); GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("PausedState", new PausedState()); GameStateManager.AddGameState("GameOverState", new GameOverState()); GameStateManager.AddGameState("VictoryState", new VictoryState()); GameStateManager.SwitchTo("StartingState"); //SWITCH TO STARTINGSTATE ONCE GAME WORKS }
protected override void LoadContent() { //load background base.LoadContent(); //Console.Write("Loading content"); screen = new Point(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); //add gamestate GameStateManager.AddGameState("playingState", new PainterGameWorld()); GameStateManager.AddGameState("GameOverState", new GameOver()); GameStateManager.AddGameState("StartState", new StartState()); //default gamestate GameStateManager.SwitchTo("StartState"); //play music //AssetManager.PlayMusic("snd_music"); }
protected override void LoadContent() { base.LoadContent(); screen = new Point(1920, 1080); windowSize = new Point(1600, 900); FullScreen = false; framecounter = new TextGameObject("Fonts/Hud", 101, "framecounter"); framecounter.Position = new Vector2(10, 10); framecounter.Color = Color.Black; physicscounter = new TextGameObject("Fonts/Hud", 101, "physicscounter"); physicscounter.Position = new Vector2(10, 30); physicscounter.Color = Color.Black; gameStateManager.AddGameState("editorState", new EditorState(Content)); GameStateManager.AddGameState("selectionState", new SelectionState(Content)); gameStateManager.SwitchTo("selectionState"); }
protected override void LoadContent() { base.LoadContent(); Screen = new Point(1200, 900); windowSize = new Point(1024, 768); GameStateManager.AddGameState(GameState.PlayingState, new PlayingState(Content)); GameStateManager.AddGameState(GameState.TitleMenu, new TitleMenuState()); GameStateManager.AddGameState(GameState.OptionsMenu, new OptionsMenuState()); GameStateManager.AddGameState(GameState.LevelMenu, new LevelMenuState()); GameStateManager.AddGameState(GameState.HelpMenu, new HelpMenuState()); GameStateManager.AddGameState(GameState.LevelFinishedState, new LevelFinishedState()); GameStateManager.SwitchTo(GameState.TitleMenu); ApplyResolutionSettings(); Window.Position = new Point((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - windowSize.X) / 2, (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - windowSize.Y) / 2); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(470, 550); ApplyResolutionSettings(); GameStateManager.AddGameState("Start", new StartScreen()); GameStateManager.AddGameState("PlayingState", new PlayingState()); GameStateManager.AddGameState("GameOver", new GameOverScreen()); GameStateManager.SwitchTo("Start"); this.song = Content.Load <Song>("BestSongEver"); MediaPlayer.Volume = 0.20f; MediaPlayer.Play(song); MediaPlayer.IsRepeating = true; // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); screen = new Point(1080, 920); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here playingState = new PlayingState(); gameOverState = new GameOverState(); startState = new StartState(); winState = new WinState(); GameStateManager.AddGameState("playingstate", playingState); GameStateManager.AddGameState("gameOverState", gameOverState); GameStateManager.AddGameState("stateState", startState); gameStateManager.AddGameState("winState", winState); GameStateManager.SwitchTo("stateState"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); Screen = new Point(800, 800); ApplyResolutionSettings(); // TODO: use this.Content to load your game content here GameStateManager.AddGameState("Level1", new Level1()); GameStateManager.AddGameState("Level2", new Level2()); GameStateManager.AddGameState("TitleScreenState", new TitleScreenState()); GameStateManager.AddGameState("WinState", new WinState()); GameStateManager.AddGameState("GameOverState", new GameOverState()); GameStateManager.AddGameState("Thank You For Playing", new ThankYouForPlayingState()); GameStateManager.SwitchTo("TitleScreenState"); }
protected override void LoadContent() { base.LoadContent(); worldSize = new Point(1200, 900); windowSize = new Point(1024, 768); FullScreen = false; LoadProgress(); GameStateManager.AddGameState(StateName_Title, new TitleMenuState()); GameStateManager.AddGameState(StateName_Help, new HelpState()); GameStateManager.AddGameState(StateName_LevelMenu, new LevelMenuState()); GameStateManager.AddGameState(StateName_Options, new OptionsMenuState()); GameStateManager.AddGameState(StateName_Playing, new PlayingState()); GameStateManager.SwitchTo(StateName_Title); AssetManager.PlaySong("Sounds/snd_music", true); }
protected override void LoadContent() { base.LoadContent(); // set a custom world and window size worldSize = new Point(1200, 900); windowSize = new Point(1024, 768); // to let these settings take effect, we need to set the FullScreen property again FullScreen = false; // add the game states GameStateManager.AddGameState(StateName_Title, new TitleMenuState()); GameStateManager.AddGameState(StateName_Options, new OptionsMenuState()); GameStateManager.AddGameState(StateName_LevelSelect, new LevelMenuState()); GameStateManager.AddGameState(StateName_Help, new HelpState()); GameStateManager.AddGameState(StateName_Playing, new PlayingState()); // start at the title screen GameStateManager.SwitchTo(StateName_Title); }
//private TextureManager _textureManager; public PongGame() { _graphics = new GraphicsDeviceManager(this); _collisionManager = new CollisionManager(); _entityFactory = new EntityFactory(this); Content.RootDirectory = "Content"; _gameStateManager = new GameStateManager(this); //_textureManager = new TextureManager(this); //_gameStateManager.AddGameState(new PlayingGameState(this)); _gameStateManager.AddGameState(new InitializingGameState(this)); //Components.Add(_textureManager); Components.Add(_gameStateManager); //Services.AddService(typeof(ITextureManager), _textureManager); Services.AddService(typeof(IEntityFactory), _entityFactory); Services.AddService(typeof(CollisionManager), _collisionManager); Services.AddService(typeof(ContentManager), Content); Services.AddService(typeof(GameStateManager), _gameStateManager); }