public ARGameBase() : base() { sceneManager = new ARSceneManager(this); fps = new FpsShower(this); Components.Add(fps); }
/// <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() { // TODO: Add your initialization logic here try { CurrentStage = AODSaver.LoadData <int>(GameConsts.GameSaveDirectory + @"\" + "Cs.aod"); EnabledStages = AODSaver.LoadData <List <int> >(GameConsts.GameSaveDirectory + @"\" + "Es.aod"); } catch { CurrentStage = 0; EnabledStages = new List <int>(10); EnabledStages.Add(1); #if DEBUG EnabledStages.Add(2); EnabledStages.Add(3); EnabledStages.Add(4); EnabledStages.Add(5); EnabledStages.Add(6); #endif EnabledStages.Add(11); } if (Directory.Exists(GameConsts.SettingsDirectory) == false) { Directory.CreateDirectory(GameConsts.SettingsDirectory); } if (Directory.Exists(GameConsts.GameSaveDirectory) == false) { Directory.CreateDirectory(GameConsts.GameSaveDirectory); } mainMenu = new AODMainMenuScene(this); mainMenu.StartGame += new StartGameHandler(this.StartGame); mainMenu.SettingsChanged += new EventHandler(this.SettingsChanged); Components.Add(mainMenu); //添加GameComponent gameScene = new GameScene(this); gameScene.ExitToMainMenu += new EventHandler(gameScene_ExitToMainMenu); Components.Add(gameScene); gameScene.Enabled = false; bloom = new BloomComponent(this); Components.Add(bloom); bloom.Enabled = false; bloom.Visible = false; fpsShower = new FpsShower(this); Components.Add(fpsShower); base.Initialize(); }
protected override void Initialize() { spriteBatch = new SpriteBatch(GraphicsDevice); primitiveBatch = new PrimitiveBatch(GraphicsDevice); fps = new FpsShower(this); GameOperators.GraphicsDevice = GraphicsDevice; GameOperators.SoundManager = new SoundManager(); GameOperators.SpriteBatch = spriteBatch; GameOperators.PrimitiveBatch = primitiveBatch; GameOperators.Content = Content; Components.Add(fps); startMenu = new StartMenu(this); GameState.currentGameState = GameState.State.Menu; startMenu.StartVideo += new EventHandler(startMenu_StartVideo); startMenu.StartAVA += new EventHandler(startMenu_StartAVA); startMenu.StartPVA += new EventHandler(startMenu_StartPVA); base.Exiting += new EventHandler <EventArgs>(Game1_Exiting); base.Initialize(); Services.AddService(typeof(SpriteBatch), spriteBatch); }