/// <summary> /// Initializes the DebugSystem and adds all components to the game's Components collection. /// </summary> /// <param name="game">The game using the DebugSystem.</param> /// <param name="debugFont">The font to use by the DebugSystem.</param> /// <returns>The DebugSystem for the game to use.</returns> public static DebugSystem Initialize(Game game, string debugFont) { // if the singleton exists, return that; we don't want two systems being created for a game if (singletonInstance != null) { return(singletonInstance); } // Create the system singletonInstance = new DebugSystem(); // Create all of the system components singletonInstance.DebugManager = new DebugManager(game, debugFont); game.Components.Add(singletonInstance.DebugManager); singletonInstance.DebugCommandUI = new DebugCommandUI(game); game.Components.Add(singletonInstance.DebugCommandUI); singletonInstance.FpsCounter = new FpsCounter(game); game.Components.Add(singletonInstance.FpsCounter); singletonInstance.TimeRuler = new TimeRuler(game); game.Components.Add(singletonInstance.TimeRuler); #if !WINDOWS_PHONE singletonInstance.RemoteDebugCommand = new RemoteDebugCommand(game); game.Components.Add(singletonInstance.RemoteDebugCommand); #endif return(singletonInstance); }
public GameDebug() { game = Program.GAME; font = game.Content.Load<SpriteFont>("CourierNew"); blank = game.Content.Load<Texture2D>("teststage/blank_pixel"); pointer = game.Content.Load<Texture2D>("permanent/cursor"); // initialize the debug system with the game and the name of the font // we want to use for the debugging debugSystem = DebugSystem.Initialize(game, "CourierNew"); // register a new command that lets us move a sprite on the screen debugSystem.DebugCommandUI.RegisterCommand( "pos", // Name of command "set position", // Description of command PosCommand // Command execution delegate ); }
/// <summary> /// Initializes the DebugSystem and adds all components to the game's Components collection. /// </summary> /// <param name="game">The game using the DebugSystem.</param> /// <param name="debugFont">The font to use by the DebugSystem.</param> /// <returns>The DebugSystem for the game to use.</returns> public static DebugSystem Initialize(Game game, string debugFont) { // if the singleton exists, return that; we don't want two systems being created for a game if (singletonInstance != null) return singletonInstance; // Create the system singletonInstance = new DebugSystem(); // Create all of the system components singletonInstance.DebugManager = new DebugManager(game, debugFont); game.Components.Add(singletonInstance.DebugManager); singletonInstance.DebugCommandUI = new DebugCommandUI(game); game.Components.Add(singletonInstance.DebugCommandUI); singletonInstance.FpsCounter = new FpsCounter(game); game.Components.Add(singletonInstance.FpsCounter); singletonInstance.TimeRuler = new TimeRuler(game); game.Components.Add(singletonInstance.TimeRuler); #if !WINDOWS_PHONE singletonInstance.RemoteDebugCommand = new RemoteDebugCommand(game); game.Components.Add(singletonInstance.RemoteDebugCommand); #endif return singletonInstance; }