/// <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() { OrientationSensor = OrientationSensor.GetDefault(); if (OrientationSensor == null) { SimpleOrientationSensor = SimpleOrientationSensor.GetDefault(); if (SimpleOrientationSensor == null) { throw new Exception("No way of determining orientation"); } } TouchPanel.EnabledGestures = GestureType.Hold | GestureType.Flick | GestureType.HorizontalDrag | GestureType.VerticalDrag | GestureType.DragComplete; vertexBuffer = new DynamicVertexBuffer(graphics.GraphicsDevice, typeof(VertexPositionColor), 8, BufferUsage.WriteOnly); indexBuffer = new DynamicIndexBuffer(graphics.GraphicsDevice, typeof(ushort), 36, BufferUsage.WriteOnly); basicEffect = new BasicEffect(graphics.GraphicsDevice); //(device, null); basicEffect.LightingEnabled = false; basicEffect.VertexColorEnabled = true; basicEffect.TextureEnabled = false; DepthStencilState depthBufferState = new DepthStencilState(); depthBufferState.DepthBufferEnable = true; GraphicsDevice.DepthStencilState = depthBufferState; TetrisState.Initialize(graphics.GraphicsDevice); Windows.UI.ViewManagement.ApplicationView.GetForCurrentView().SuppressSystemOverlays = true; graphics.SupportedOrientations = DisplayOrientation.Portrait; base.Initialize(); }
private void ResetSettings() { // сбрасываем настройки игры Properties.Settings.Default.Reset(); Properties.Settings.Default.Save(); Tetris.TankWidth = Properties.Settings.Default.TankWidth; Tetris.TankHeight = Properties.Settings.Default.TankHeight; Tetris.FigureSet = Properties.Settings.Default.FigureSet; Tetris.ColorSet = Properties.Settings.Default.ColorSet; Tetris.Initialize(); }