예제 #1
0
        public void StopTrying(List <GameObject> gameObjects)
        {
            this.Kill(gameObjects);
            Menuscreen mainmenu = new Menuscreen(game, null, gameObjects);

            gameObjects.Add(mainmenu);
        }
예제 #2
0
        protected override void Initialize() //Runs when the game starts, after the constructor
        {
            //Flatredball stuff
            Renderer.UseRenderTargets = false;
            FlatRedBallServices.InitializeFlatRedBall(this, graphics);
            FlatRedBallServices.Game.IsMouseVisible = true;

            SpriteManager.Camera.UsePixelCoordinates();

            //Creates the menuclass
            mainmenu = new Menuscreen(this, null, gameObjects);
            gameObjects.Add(mainmenu);
            //Creates the global data
            GlobalData.GlobalData.Initialize(this);

            lighting = Content.Load <Effect>("Lighting");

            //Content.RootDirectory = "Content";

            GlobalData.GlobalData.keyboardDispatcher = new KeyboardDispatcher(this.Window); //Initializes the


            //Sprite testlight = SpriteManager.AddManagedInvisibleSprite();
            //testlight.Texture = FlatRedBallServices.Load<Texture2D>("/content/blue.jpg");
            //SpriteManager.AddDrawableBatch(new CustomSpriteDrawableBatch(testlight, GlobalData.GlobalData.Lighting));
            //float texturePixelWidth = testlight.Texture.Width;
            //float texturePixelHeight = testlight.Texture.Height;

            ////Now, we need to find out how many pixels per unit there are in our view at the Sprite's Z position:
            //float pixelsPerUnit = SpriteManager.Camera.PixelsPerUnitAt(testlight.Z);

            ////Now, we just have to use those two values to set the scale.
            //testlight.ScaleX = .5f * texturePixelWidth / pixelsPerUnit;
            //testlight.ScaleY = .5f * texturePixelHeight / pixelsPerUnit;
            base.Initialize();
        }