private void initializeGraphics() { factory = new D2D.Factory(D2D.FactoryType.SingleThreaded, D2D.DebugLevel.None); //Create the render target renderTarget = new D2D.WindowRenderTarget(factory, new D2D.WindowRenderTargetProperties() { Handle = this.Handle, PixelSize = this.Size, PresentOptions = D2D.PresentOptions.Immediately }); //Create linear gradient brush D2D.GradientStop[] gradientStops = new D2D.GradientStop[] { new D2D.GradientStop() { Position = 0f, Color = new Color4(Color.White) }, new D2D.GradientStop() { Position = 1f, Color = new Color4(Color.White) } }; backBrushGradient = new D2D.GradientStopCollection(renderTarget, gradientStops); backBrushEx = new D2D.LinearGradientBrush(renderTarget, backBrushGradient, new D2D.LinearGradientBrushProperties() { StartPoint = new PointF(0, this.Height), EndPoint = new PointF(0, 0) }); //Update initialization flag this.FinishedInit = true; }
// Entlädt alle graphicken private void UnloadGraphics() { if (m_backBrushEx != null) { m_backBrushEx.Dispose(); } if (m_backBrushGradient != null) { m_backBrushGradient.Dispose(); } if (m_renderTarget != null) { m_renderTarget.Dispose(); } if (m_factory != null) { m_factory.Dispose(); } m_backBrushEx = null; m_backBrushGradient = null; m_renderTarget = null; m_factory = null; }
//Ladet alle graphicken private void InitializeGraphics() { //Get requested debug level D2D.DebugLevel debugLevel = D2D.DebugLevel.None; if (m_debugMode) { debugLevel = D2D.DebugLevel.Error; } //Create factory object m_factory = new D2D.Factory(D2D.FactoryType.SingleThreaded, debugLevel); // m_factoryText = new SlimDX.DirectWrite.Factory(); //Create the render target m_renderTarget = new D2D.WindowRenderTarget(m_factory, new D2D.WindowRenderTargetProperties() { Handle = this.Handle, PixelSize = this.Size, PresentOptions = D2D.PresentOptions.Immediately }); //Create linear gradient brush D2D.GradientStop[] gradientStops = new D2D.GradientStop[] { new D2D.GradientStop() { Position = 0f, Color = new Color4(Color.LightGray) }, new D2D.GradientStop() { Position = 1f, Color = new Color4(Color.Black) } }; m_backBrushGradient = new D2D.GradientStopCollection(m_renderTarget, gradientStops); m_backBrushEx = new D2D.LinearGradientBrush( m_renderTarget, m_backBrushGradient, new D2D.LinearGradientBrushProperties() { StartPoint = new PointF(0, this.Height), EndPoint = new PointF(0, 0) }); //Create gdi backbrush if (m_backBrushGdi != null) { m_backBrushGdi.Dispose(); } m_backBrushGdi = new LinearGradientBrush( new Point(0, this.Height), new Point(0, 0), Color.LightGray, Color.LightSteelBlue); //Load the bitmap backGroundBitmap = LoadBitmap(Resources.Resource.skyline); groundBitmap = LoadBitmap(Resources.Resource.ground); pipeLowerBitmap = LoadBitmap(Resources.Resource.pipe_up); pipeUperBitmap = LoadBitmap(Resources.Resource.pipe_down); birdBitmap = LoadBitmap(Resources.Resource.bird_one); //Update initialization flag m_initialized = true; }
private void initializeGraphics() { factory = new D2D.Factory(D2D.FactoryType.SingleThreaded, D2D.DebugLevel.None); //Create the render target renderTarget = new D2D.WindowRenderTarget(factory, new D2D.WindowRenderTargetProperties() { Handle = this.Handle, PixelSize = this.Size, PresentOptions = D2D.PresentOptions.Immediately }); //Create linear gradient brush D2D.GradientStop[] gradientStops = new D2D.GradientStop[] { new D2D.GradientStop(){ Position = 0f, Color = new Color4(Color.White) }, new D2D.GradientStop(){ Position = 1f, Color = new Color4(Color.White) } }; backBrushGradient = new D2D.GradientStopCollection(renderTarget, gradientStops); backBrushEx = new D2D.LinearGradientBrush(renderTarget, backBrushGradient, new D2D.LinearGradientBrushProperties() { StartPoint = new PointF(0, this.Height), EndPoint = new PointF(0, 0) }); //Update initialization flag this.FinishedInit = true; }
// Ladet alle Graphischen ressoursen private void InitializeGraphics() { //Get requested debug level D2D.DebugLevel debugLevel = D2D.DebugLevel.None; if (m_debugMode) { debugLevel = D2D.DebugLevel.Error; } //Create factory object m_factory = new D2D.Factory(D2D.FactoryType.SingleThreaded, debugLevel); //Create the render target m_renderTarget = new D2D.WindowRenderTarget(m_factory, new D2D.WindowRenderTargetProperties() { Handle = this.Handle, PixelSize = this.Size, PresentOptions = D2D.PresentOptions.Immediately }); //Create linear gradient brush D2D.GradientStop[] gradientStops = new D2D.GradientStop[] { new D2D.GradientStop() { Position = 0f, Color = new Color4(Color.LightGray) }, new D2D.GradientStop() { Position = 1f, Color = new Color4(Color.Black) } }; m_backBrushGradient = new D2D.GradientStopCollection(m_renderTarget, gradientStops); m_backBrushEx = new D2D.LinearGradientBrush( m_renderTarget, m_backBrushGradient, new D2D.LinearGradientBrushProperties() { StartPoint = new PointF(0, this.Height), EndPoint = new PointF(0, 0) }); //Create gdi backbrush if (m_backBrushGdi != null) { m_backBrushGdi.Dispose(); } m_backBrushGdi = new LinearGradientBrush( new Point(0, this.Height), new Point(0, 0), Color.LightGray, Color.LightSteelBlue); //Load the bitmap level.Backgroundgdi = Resources.Resources.SpaceBackground1; level.Background = LoadBitmap(level.Backgroundgdi); spaceshipBitmapGDI = Resources.Resources.GreenSpaceShip; spaceShipBitmap = LoadBitmap(spaceshipBitmapGDI); _Player = new PlayerShip(spaceShipBitmap); projektileBitmapGdi = Resources.Resources.greenProjectile; projektileBitmap = LoadBitmap(projektileBitmapGdi); projektileHostileBitmapGdi = Resources.Resources.greenprojectile1; projektileHostileBitmap = LoadBitmap(projektileHostileBitmapGdi); level.Backgroundlvl1 = LoadBitmap(Resources.Resources.SpaceBackground1); level.Backgroundlvl2 = LoadBitmap(Resources.Resources.sewer); level.BackgroundGameOver = LoadBitmap(Resources.Resources.GameOver); level.BackgroundNextLevel = LoadBitmap(Resources.Resources.NextLevel); enenyShipBitmap = LoadBitmap(Resources.Resources.cartoonship_red); //Update initialization flag m_initialized = true; }