/** * Called by <code>FlxGame</code> to set up <code>FlxG</code> during <code>FlxGame</code>'s constructor. */ static internal void setGameData(FlxGame Game, int Width, int Height) { _game = Game; width = Width; height = Height; _mute = false; _volume = 0.5f; FlxG.camera = new FlxCamera(); FlxG.camera.unfollow(); level = 0; score = 0; pause = false; timeScale = 1.0f; maxElapsed = 0.0333f; FlxG.elapsed = 0; showBounds = false; #if !WINDOWS_PHONE mobile = false; #else mobile = true; #endif FlxU.setWorldBounds(0, 0, FlxG.width, FlxG.height); }
protected override void Initialize() { //load up the master class, and away we go! _flixelgame = new FlxGame(); Components.Add(_flixelgame); base.Initialize(); }
protected override void Initialize() { //load up the master class, and away we go! _graphics.PreferMultiSampling = false; _graphics.PreferredBackBufferWidth = resX; _graphics.PreferredBackBufferHeight = resY; FlxG.windowWidth = resX; FlxG.windowHeight = resY; if (_fullScreen && _graphics.IsFullScreen == false) { _graphics.ToggleFullScreen(); } _graphics.ApplyChanges(); _flixelgame = new FlxGame(); Components.Add(_flixelgame); base.Initialize(); }
/** * Called by <code>FlxGame</code> to set up <code>FlxG</code> during <code>FlxGame</code>'s constructor. */ internal static void setGameData(FlxGame Game, int Width, int Height) { _game = Game; width = Width; height = Height; _mute = false; _volume = 0.5f; unfollow(); level = 0; score = 0; pause = false; timeScale = 1.0f; maxElapsed = 0.0333f; FlxG.elapsed = 0; showBounds = false; #if !WINDOWS_PHONE mobile = false; #else mobile = true; #endif FlxU.setWorldBounds(0, 0, FlxG.width, FlxG.height); }
/// <summary> /// load up the master class, and away we go! /// </summary> protected override void Initialize() { //load up the master class, and away we go! //_flixelgame = new FlxGame(); _flixelgame = new FlixelEntryPoint2(this); FlxG.bloom = new BloomPostprocess.BloomComponent(this); Components.Add(_flixelgame); Components.Add(FlxG.bloom); base.Initialize(); }