/// <summary> /// Initialize the game: Initialize display, load resources etc. /// </summary> /// <param name="width"> /// A <see cref="System.Int32"/> /// </param> /// <param name="height"> /// A <see cref="System.Int32"/> /// </param> /// <param name="fullscreen"> /// A <see cref="System.Boolean"/> /// </param> public void Initialize(int width, int height, bool fullscreen, string windowTitle) { Log.Write("Engine initializing at " + DateTime.Now); gameStates = new List<GameState>(); //Create resource manager and load resources from the main resource file resourceManager = new ResourceManager(); resourceManager.LoadResources("data"); //resourceManager.LoadResourceXML(ResourceManager.MainResourceFile); //Create the opengl display display = new Display(); display.Initialize(width, height, resourceManager, windowTitle); if (fullscreen) { display.Fullscreen = true; } input = new InputManager(); audioManager = new AudioManager(resourceManager); timer.Start(); SimulationSpeed = DefaultSimulationSpeed; }
private void InitializeManager(int numOfChannels, int buffersPerChannel, int bytesPerBuffer, bool threadCall) { // Set the local variables to parameters NumOfChannels = numOfChannels; //BuffersPerChannel = buffersPerChannel; //BytesPerBuffer = bytesPerBuffer; needsUpdate = threadCall; AudioSources = new AudioSource[numOfChannels]; // Create a new Audio channel for every channel specified in local array for (int i = 0; i < numOfChannels; i++) { AudioSources[i] = new AudioSource(buffersPerChannel, bytesPerBuffer); } Manager = this; // If we are looking for a threaded call, create a new thread if (threadCall) { // Create a new thread ThreadCall = new Thread(UpdateLoop); // Thread should be background ThreadCall.IsBackground = true; // Start the thread ThreadCall.Start(); } else { // No thread so NULL ThreadCall = null; } }