public override void Start() { var virtualResolution = new Vector3(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height, 20f); // Create Parallax Background pal0SpriteSheet = Asset.Load <SpriteSheet>("pal0_sprite"); pal1SpriteSheet = Asset.Load <SpriteSheet>("pal1_sprite"); pal2SpriteSheet = Asset.Load <SpriteSheet>("pal2_sprite"); backgroundParallax.Add(new BackgroundSection(pal0SpriteSheet.Sprites[0], virtualResolution, GameScript.GameSpeed / 4f, Pal0Depth)); backgroundParallax.Add(new BackgroundSection(pal1SpriteSheet.Sprites[0], virtualResolution, GameScript.GameSpeed / 3f, Pal1Depth)); backgroundParallax.Add(new BackgroundSection(pal2SpriteSheet.Sprites[0], virtualResolution, GameScript.GameSpeed / 1.5f, Pal2Depth)); // For pal3Sprite: Ground, move it downward so that its bottom edge is at the bottom screen. var screenHeight = virtualResolution.Y; pal3SpriteSheet = Asset.Load <SpriteSheet>("pal3_sprite"); var pal3Height = pal3SpriteSheet.Sprites[0].Region.Height; backgroundParallax.Add(new BackgroundSection(pal3SpriteSheet.Sprites[0], virtualResolution, GameScript.GameSpeed, Pal3Depth, Vector2.UnitY * (screenHeight - pal3Height) / 2)); // allocate the sprite batch in charge of drawing the backgrounds. spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = virtualResolution }; // register the renderer in the pipeline var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Insert(1, delegateRenderer = new SceneDelegateRenderer(DrawParallax)); }
public override void Start() { // create the SpriteBatch used to render them spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) }; // initialize parameters textHeight = Font.MeasureString(KeyboardSessionString).Y; screenSize = new Vector2(virtualResolution.X, virtualResolution.Y); roundTextureSize = new Vector2(RoundTexture.Width, RoundTexture.Height); // activate the gesture recognitions if (!IsLiveReloading) // Live Scripting: do it only on first launch { Input.ActivatedGestures.Add(new GestureConfigDrag()); Input.ActivatedGestures.Add(new GestureConfigFlick()); Input.ActivatedGestures.Add(new GestureConfigLongPress()); Input.ActivatedGestures.Add(new GestureConfigComposite()); Input.ActivatedGestures.Add(new GestureConfigTap()); } // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(Render)); }
public override void Start() { base.Start(); paradoxTexture = Asset.Load <Texture>("LogoParadox"); customEffect = EffectSystem.LoadEffect("Effect").WaitForResult(); quad = new PrimitiveQuad(GraphicsDevice, customEffect); // set fixed parameters once quad.Parameters.Set(EffectKeys.Center, new Vector2(0.5f, 0.5f)); quad.Parameters.Set(EffectKeys.Frequency, 40); quad.Parameters.Set(EffectKeys.Spread, 0.5f); quad.Parameters.Set(EffectKeys.Amplitude, 0.015f); quad.Parameters.Set(EffectKeys.InvAspectRatio, GraphicsDevice.BackBuffer.Height / (float)GraphicsDevice.BackBuffer.Width); // NOTE: Linear-Wrap sampling is not available for non-square non-power-of-two textures on opengl es 2.0 samplingState = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Clamp)); // Add Effect rendering to the end of the pipeline var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); renderer = new SceneDelegateRenderer(RenderQuad); compositor.Master.Renderers.Add(renderer); }
public override void Start() { // create the ball sprite. var virtualResolution = new Vector3(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height, 1); spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = virtualResolution }; // Initialize ball's state related variables. resolution = new Vector2(virtualResolution.X, virtualResolution.Y); ballHalfSize = new Vector2(SphereWidth / 2f, SphereHeight / 2f); if (!IsLiveReloading) { ballPosition = resolution / 2; ballSpeed = new Vector2(600, -400); } // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(RenderSpheres)); }
/// <summary> /// Draw all text groups with SpriteBatch /// </summary> public override void Start() { // Create the SpriteBatch used to render them spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) }; centerVirtualPosition = new Vector2(virtualResolution.X * 0.5f, virtualResolution.Y * 0.5f); screenSize = new Vector2(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height); screenRenderers.Add(DrawIntroductionCategory); screenRenderers.Add(DrawStaticCategory); screenRenderers.Add(DrawDynamicCategory); screenRenderers.Add(DrawStyleCategory); screenRenderers.Add(DrawAliasCategory); screenRenderers.Add(DrawLanguageCategory); screenRenderers.Add(DrawAlignmentCategory); screenRenderers.Add(DrawAnimationCategory); // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(DrawFont)); }
/// <summary> /// Draw all text groups with SpriteBatch /// </summary> public override void Start() { // Create the SpriteBatch used to render them spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) }; centerVirtualPosition = new Vector2(virtualResolution.X * 0.5f, virtualResolution.Y * 0.5f); screenSize = new Vector2(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height); // Load fonts staticFont = Asset.Load <SpriteFont>("StaticFont"); dynamicFont = Asset.Load <SpriteFont>("DynamicFont"); boldFont = Asset.Load <SpriteFont>("BoldFont"); italicFont = Asset.Load <SpriteFont>("ItalicFont"); aliasedFont = Asset.Load <SpriteFont>("AliasedFont"); antialiasedFont = Asset.Load <SpriteFont>("AntialiasedFont"); clearTypeFont = Asset.Load <SpriteFont>("ClearTypeFont"); japaneseFont = Asset.Load <SpriteFont>("JapaneseFont"); timesNewRoman = Asset.Load <SpriteFont>("TimesNewRoman"); headerFont = Asset.Load <SpriteFont>("HeaderFont"); screenRenderers.Add(DrawIntroductionCategory); screenRenderers.Add(DrawStaticCategory); screenRenderers.Add(DrawDynamicCategory); screenRenderers.Add(DrawStyleCategory); screenRenderers.Add(DrawAliasCategory); screenRenderers.Add(DrawLanguageCategory); screenRenderers.Add(DrawAlignmentCategory); screenRenderers.Add(DrawAnimationCategory); // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(DrawFont)); }