public MutationCreationWindow(UIWindow parentWindow)
        {
            InitializeComponent();
            this.parentWindow = parentWindow;

            mutations = new List<Mutation>();
            behaviorValueMap = new Dictionary<BehaviorKind, double>();
        }
예제 #2
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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()
        {
            windowWidth = GraphicsDevice.DisplayMode.Width / 2;
            windowHeight = GraphicsDevice.DisplayMode.Height / 2;

            cellModel = new CubePrimitive(this.GraphicsDevice, 0.8f, true);
            signalModel = new CubePrimitive(this.GraphicsDevice, 0.5f);
            matrixBlock = new CubePrimitive(this.GraphicsDevice, 1f);

            uiWindow = new UIWindow(this);
            uiWindow.Show();

            // set color transparencies
            selectionColor.A = 255;
            blastCellColor.A = 200;
            finalCellColor.A = 200;

            // Setup frame buffer.
            graphics.SynchronizeWithVerticalRetrace = false;
            graphics.PreferredBackBufferWidth = windowWidth;
            graphics.PreferredBackBufferHeight = windowHeight;
            graphics.PreferMultiSampling = true;
            graphics.ApplyChanges();

            wireFrameState = new RasterizerState()
            {
                FillMode = FillMode.WireFrame,
                CullMode = CullMode.None//CullMode.CullClockwiseFace//None,
            };

            interferanceQueue = new Queue<OneTimeInterference>();

            base.Initialize();
        }