Exemplo n.º 1
0
        /// <summary>
        /// Adds the components.
        /// </summary>
        public void Initialize()
        {
            _assetManager = new AssetManager(Game);
            _assetManager.Initialize();

            _frameRateCounter = new FrameRateCounter(_assetManager, _spriteBatch);

            _camera = new Camera(Game);

            _chunkManager = new ChunkManager(Game, _spriteBatch, _camera, _assetManager);


            _mouseManager = new MouseManager(_camera);

            _playingStateInterface = new PlayingStateInterface(Game, _assetManager, _spriteBatch);
            _playingStateInterface.Initialize();

            _terrainManager = new TerrainManager(_spriteBatch, _camera, _assetManager);
            _chunkManager.Initialize();

            _jobManager = new JobManager(_terrainManager);

            _buildMenuManager = new BuildMenuManager(_spriteBatch, _camera, _playingStateInterface, _assetManager, _terrainManager, _jobManager);

            _npcManager = new NPCManager(_camera, _assetManager, _spriteBatch);
            _npcManager.Initialize();

            _graph = new Graph();
        }
Exemplo n.º 2
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        public Engine()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsMouseVisible = true;

            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();

            Components.Add(new GameLayer(this));

            bloom = new BloomComponent(this);
            bloom.Settings = BloomSettings.PresetSettings[0];
            bloom.Settings.MixValue = 0;
            bloom.DebugInput = true;
            Components.Add(bloom);

            //important: add fps after bloom, else it will be blurred
            FrameRateCounter fps = new FrameRateCounter(this);
            fps.Position = new Vector2(5, 5);
            Components.Add(fps);

            Components.Add(new MessageLayer(this));
        }
Exemplo n.º 3
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        public Engine()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsMouseVisible   = true;

            graphics.PreferredBackBufferWidth  = 800;
            graphics.PreferredBackBufferHeight = 600;
            graphics.IsFullScreen = true;
            graphics.ApplyChanges();

            Components.Add(new GameLayer(this));


            bloom                   = new BloomComponent(this);
            bloom.Settings          = BloomSettings.PresetSettings[0];
            bloom.Settings.MixValue = 0;
            bloom.DebugInput        = true;
            Components.Add(bloom);

            //important: add fps after bloom, else it will be blurred
            FrameRateCounter fps = new FrameRateCounter(this);

            fps.Position = new Vector2(5, 5);
            Components.Add(fps);

            Components.Add(new MessageLayer(this));
        }
Exemplo n.º 4
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        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this);
            _graphics.GraphicsProfile          = GraphicsProfile.Reach;
            _graphics.PreparingDeviceSettings += _graphics_PreparingDeviceSettings;
            _graphics.PreferMultiSampling      = true;
#if WINDOWS
            _graphics.PreferredBackBufferWidth  = 1280;
            _graphics.PreferredBackBufferHeight = 720;
            IsFixedTimeStep = true;
#elif WINDOWS_PHONE
            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 480;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(16f);
            IsFixedTimeStep = false;
#endif
#if WINDOWS
            _graphics.IsFullScreen = false;
#elif WINDOWS_PHONE
            _graphics.IsFullScreen = true;
#endif

            Content.RootDirectory = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);
            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);
        }
Exemplo n.º 5
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        public Game1()
        {
            _graphics = new GraphicsDeviceManager(this)
            {
                PreferMultiSampling       = true,
                PreferredBackBufferWidth  = 1600,
                PreferredBackBufferHeight = 900,
                IsFullScreen = false
            };
            _graphics.ApplyChanges();
            ConvertUnits.SetDisplayUnitToSimUnitRatio(1.0f);
            IsFixedTimeStep = true;
            //IsMouseVisible = true;

            Window.Title              = string.Format("Warlords Revenge [Resolution {0}x{1}]", _graphics.PreferredBackBufferWidth, _graphics.PreferredBackBufferHeight);
            Window.ClientSizeChanged += Window_ClientSizeChanged;
            Window.AllowUserResizing  = true;

            Content.RootDirectory = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            var frameRateCounter = new FrameRateCounter(ScreenManager)
            {
                DrawOrder = 101
            };

            Components.Add(frameRateCounter);
        }
Exemplo n.º 6
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        public FarseerPhysicsGame()
        {
            Window.Title = "Farseer Samples Framework";
            _graphics    = new GraphicsDeviceManager(this);
            _graphics.PreferMultiSampling = true;
#if WINDOWS || XBOX
            _graphics.PreferredBackBufferWidth  = 1280;
            _graphics.PreferredBackBufferHeight = 720;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(24f);
            IsFixedTimeStep = true;
#elif WINDOWS_PHONE
            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 480;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(16f);
            IsFixedTimeStep = false;
#endif
#if WINDOWS
            _graphics.IsFullScreen = false;
#elif XBOX || WINDOWS_PHONE
            _graphics.IsFullScreen = true;
#endif

            Content.RootDirectory = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);
            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);
        }
Exemplo n.º 7
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        public Game1()
        {
            //graphics = new GraphicsDeviceManager(this);
            //Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            //TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            Window.Title = "Laby Game";
            _graphics    = new GraphicsDeviceManager(this);
            _graphics.PreferMultiSampling       = true;
            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 480;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(16f);
            IsFixedTimeStep        = false;
            _graphics.IsFullScreen = true;
            Content.RootDirectory  = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);

            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);
        }
Exemplo n.º 8
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        public GameMenuLauncher()
        {
            SettingsManager.LoadSettings();

            Window.Title = "Game Menu for MonoGame";

            IsFixedTimeStep = true;

            Content.RootDirectory = "Content";

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this, SettingsManager.GetResolutionScale(SettingsManager.Settings.Resolution));
            Components.Add(ScreenManager);

            ScreenManager.graphicsInitialize();

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);

            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);


            LogoScreen1Done = false;
            LogoScreen2Done = false;
        }
Exemplo n.º 9
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        public Game()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory        = "Content";
            graphics.PreferMultiSampling = true;
#if WINDOWS || XBOX
            graphics.PreferredBackBufferWidth  = 800;
            graphics.PreferredBackBufferHeight = 480;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(1f);
            IsFixedTimeStep = true;
#elif WINDOWS_PHONE
            _graphics.PreferredBackBufferWidth  = 800;
            _graphics.PreferredBackBufferHeight = 480;
            ConvertUnits.SetDisplayUnitToSimUnitRatio(16f);
            IsFixedTimeStep = false;
#endif
#if WINDOWS
            graphics.IsFullScreen = false;
#elif XBOX || WINDOWS_PHONE
            _graphics.IsFullScreen = true;
#endif
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);
            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);
        }
Exemplo n.º 10
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        public FarseerPhysicsGame(UserControl userControl, Canvas drawingCanvas, Canvas debugCanvas, TextBlock txtFPS, TextBlock txtDebug)
            : base(userControl, drawingCanvas, debugCanvas, txtDebug)
        {
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16);
            IsFixedTimeStep = true;

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            if (txtFPS != null)
            {
                FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager, txtFPS);
                Components.Add(frameRateCounter);
            }

            Demo1Screen demo1 = new Demo1Screen();
            Demo2Screen demo2 = new Demo2Screen();
            Demo3Screen demo3 = new Demo3Screen();
            Demo4Screen demo4 = new Demo4Screen();
            Demo5Screen demo5 = new Demo5Screen();
            Demo6Screen demo6 = new Demo6Screen();
            Demo7Screen demo7 = new Demo7Screen();
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo1.GetTitle(), demo1);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo2.GetTitle(), demo2);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo3.GetTitle(), demo3);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo4.GetTitle(), demo4);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo5.GetTitle(), demo5);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo6.GetTitle(), demo6);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo7.GetTitle(), demo7);

            ScreenManager.GoToMainMenu();
        }
Exemplo n.º 11
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        protected override void Initialize()
        {
            IsFixedTimeStep = true;
            IsMouseVisible  = false;

            GameSettings.Initialize(Graphics, Game.VirtualResolution);

            var Services = new GameServiceContainer();

            Services.AddService(typeof(IGraphicsDeviceService), Graphics);
            Services.AddService(typeof(ISkipContent), this);

            InputProvider = new UserInputProvider();
            StackEngine   = new StackEngine(Game, Services, InputProvider, GameSettings);

            if (GameSettings.Debug)
            {
                InputProvider.Handler += HandleDebugInputEvent;
            }

            InputProvider.Handler += HandleSkipInputEvent;

            StackEngine.OnExit += Exit;

            Counter = new FrameRateCounter();
            SetSpeed(GameSpeed.Default);

            base.Initialize();
        }
Exemplo n.º 12
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        public FarseerPhysicsGame(UserControl userControl, Canvas drawingCanvas, Canvas debugCanvas, TextBlock txtFPS,
                                  TextBlock txtDebug)
            : base(userControl, drawingCanvas, debugCanvas, txtDebug)
        {
            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16);
            IsFixedTimeStep   = true;

            //new-up components and add to Game.Components
            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            if (txtFPS != null)
            {
                FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager, txtFPS);
                Components.Add(frameRateCounter);
            }

            Demo1Screen demo1 = new Demo1Screen();
            Demo2Screen demo2 = new Demo2Screen();
            Demo3Screen demo3 = new Demo3Screen();
            Demo4Screen demo4 = new Demo4Screen();
            Demo5Screen demo5 = new Demo5Screen();
            Demo6Screen demo6 = new Demo6Screen();
            Demo7Screen demo7 = new Demo7Screen();

            ScreenManager.MainMenuScreen.AddMainMenuItem(demo1.GetTitle(), demo1);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo2.GetTitle(), demo2);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo3.GetTitle(), demo3);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo4.GetTitle(), demo4);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo5.GetTitle(), demo5);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo6.GetTitle(), demo6);
            ScreenManager.MainMenuScreen.AddMainMenuItem(demo7.GetTitle(), demo7);

            ScreenManager.GoToMainMenu();
        }
Exemplo n.º 13
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        public GameEngine(Game game) : base(game)
        {
            game.Components.Add(this);

            Input   = new InputManager(game);
            camera  = new CameraManager(game);
            debug   = new DebugDrawer();
            counter = new FrameRateCounter(game);
            physics = new PhysicsManager(game);
        }
Exemplo n.º 14
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        /// <summary>
        /// Sets the fps counter
        /// </summary>
        /// <param name="fps">Fps to be displayed</param>
        private void UpdateFpsCounter(int fps)
        {
            // Check if we are on another thread than UI-thread.
            if (FrameRateCounter.InvokeRequired)
            {
                FrameRateCounter.Invoke(new Action(() => FrameRateCounter.Text = "fps: " + fps));
                return;
            }

            FrameRateCounter.Text = "fps: " + fps;
        }
Exemplo n.º 15
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        protected override void Initialize()
        {
            _input = new InputHelper();
#if WINDOWS
            _counter = new FrameRateCounter();
            _showFPS = false;
#endif
            _isExiting = false;

            base.Initialize();
        }
Exemplo n.º 16
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        /// <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()
        {
            // Setup the other component managers
            GraphicsManager  = new GraphicsManager(this);
            InputManager     = new InputManager(this);
            AudioManager     = new AudioManager(this);
            screenManager    = new ScreenManager(this);
            frameRateCounter = new FrameRateCounter(this);

            base.Initialize();
        }
Exemplo n.º 17
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    public void Awake()
    {
        if (buttonText == null)
        {
            buttonText = GetComponentInChildren <Text>();
        }
        var frameController = FrameRateCounter.Instance();

        frameController.currentListener = this;
        GetComponent <Button>().onClick.AddListener(frameController.SwitchFps);
        frameController.UpdateText();
    }
Exemplo n.º 18
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        //Drawing
        internal static void Draw()
        {
            //Clear the graphics device
            Graphics.Device.Clear(Color.Transparent);

            //Check if there are any post processing effects
            if (postProcessing.Count > 0)
            {
                //Draw to a render target
                Device.SetRenderTarget(target);
                Device.Clear(Color.Transparent);
            }

            //Begin the spritebatches
            spriteBatches.Begin();

            //If the current game state is not null, draw it
            if (X.CurrentState != null)
            {
                X.CurrentState.Draw(spriteBatches);
            }

            //Draw the other components
            GameConsole.Draw(spriteBatches);
            AchievementHolder.Draw(spriteBatches);

            //End the spritebatches
            spriteBatches.End();

            if (postProcessing.Count > 0)
            {
                Device.SetRenderTarget(null);
                Texture2D texture = target;

                //Apply all effects
                for (int i = 0; i < postProcessing.Count; i++)
                {
                    texture = postProcessing[i].Apply(texture, effectBatch, Vector2.Zero);
                }

                //Draw to the screen
                Device.SetRenderTarget(null);
                effectBatch.Begin();
                effectBatch.Draw(texture, Vector2.Zero, Color.White);
                effectBatch.End();
            }

            //Frame rate counter
            FrameRateCounter.Draw();
        }
Exemplo n.º 19
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        public GameEngine(Game game) :
            base(game)
        {
            game.Components.Add(this);

            input   = new InputEngine(game);
            camera  = new CameraEngine(game);
            physics = new PhysicsEngine(game);

            fpsCounter = new FrameRateCounter(game);
            audio      = new AudioEngine(game);

            debug = new DebugEngine();
        }
Exemplo n.º 20
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        public BufferedScreen(Panel panel)
        {
            _panel          = panel;
            _context        = BufferedGraphicsManager.Current;
            _panelGraphics  = _panel.CreateGraphics();
            _graphicsBuffer = _context.Allocate(_panelGraphics, _panel.DisplayRectangle);

            actualFramerate = new FrameRateCounter();

            _drawTimer          = new Timer();
            _drawTimer.Interval = 10;
            _drawTimer.Tick    += Redraw;
            _drawTimer.Start();
        }
Exemplo n.º 21
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        protected override void Initialize()
        {
            // enable multithreading
            Settings.VelocityConstraintsMultithreadThreshold = 64;
            Settings.PositionConstraintsMultithreadThreshold = 64;

            _input = new InputHelper();
#if WINDOWS
            _counter = new FrameRateCounter();
            _showFPS = false;
#endif
            _isExiting = false;

            base.Initialize();
        }
Exemplo n.º 22
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        public CowFarmGame()
        {
            _graphics             = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            _graphics.PreferredBackBufferWidth  = 1200;
            _graphics.PreferredBackBufferHeight = 900;

            ScreenManager = new ScreenManager(this);
            Components.Add(ScreenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager);

            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);
        }
Exemplo n.º 23
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    // Start is called before the first frame update
    void Start()
    {
        _frameRateCounter = FindObjectOfType<FrameRateCounter>();

        if (_frameRateCounter == null)
        {
            Debug.LogError("FrameRate Counter can not be found");
        }

        pauseMenu.SetActive(false);
        pauseSettingsMenu.SetActive(false);

        frameRateCounterToggle.SetIsOnWithoutNotify(_frameRateCounter.IsShowing);
        frameRateCounterToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Exemplo n.º 24
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        private void DoTest(Test t)
        {
            var c = ChannelMgr.CreateChannel();
            c.Screen.GetComponent<ScreenComp>().BackgroundColor = t.BackgroundColor;

            channels.Add(c);
            t.Initialize(Factory);
            t.Create();

            // add framerate counter
            var col = TTutil.InvertColor(t.BackgroundColor);
            FrameRateCounter.Create(col);

            Factory.CreateTextlet(new Vector2(2f, 750f), t.GetType().Name, col);

        }
Exemplo n.º 25
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        protected override void Initialize()
        {
            Window.Title   = "SharpDX Framework Tester";
            IsMouseVisible = true;

            Engine.Initialize(this);
            InputManager.Initialize(this);
            PrimitiveBatch.Initialize(this.GraphicsDevice);

            sceneManager = new SceneManager(this);
            FrameRateCounter fpsCounter = new FrameRateCounter(this);

            GameSystems.Add(sceneManager);
            GameSystems.Add(fpsCounter);

            base.Initialize();
        }
Exemplo n.º 26
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        //Update and draw
        protected override void Update(GameTime gameTime)
        {
            //Save the game time
            Time.Update(gameTime);

            //Update X
            X.Update(gameTime);

            //Update all components
            InputManager.Update();
            GameConsole.Update();
            AchievementHolder.Update();
            FrameRateCounter.Update();
            Timer.UpdateAll();
            Stopwatch.UpdateAll();

            base.Update(gameTime);
        }
Exemplo n.º 27
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        protected override void Initialize()
        {
            base.Initialize();
            Assets.LoadAssets();
            Window.AllowUserResizing = false; //Todo: make true, fix crash.
            Room              = new Room(ScreenWidth, ScreenHeight);
            GlobalGameMode    = new GlobalGameMode(this);
            _frameRateCounter = new FrameRateCounter(this);
            Player.CreatePlayers(Room);
            UI             = new UserInterface();
            ProcessManager = new ProcessManager();
            ProcessManager.SetProcessKeybinds();
            Room.ActiveGroupName = "Group1";

            GlobalKeyBinds(UI);
            ship      = Content.Load <Model>("Ship");
            landscape = Content.Load <Model>("landscape");
            BasicEffect.EnableDefaultLighting(ship, true);
        }
Exemplo n.º 28
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        public FarseerPhysicsGame()
        {
            Window.Title = "Farseer Physics Engine Samples Framework";
            _graphics    = new GraphicsDeviceManager(this);

            _graphics.SynchronizeWithVerticalRetrace = false;

            TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 10);
            IsFixedTimeStep   = true;

#if !XBOX
            //windowed
            _graphics.PreferredBackBufferWidth  = 1024;
            _graphics.PreferredBackBufferHeight = 768;
            _graphics.IsFullScreen = false;

            //fullscreen
            //_graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            //_graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            //_graphics.IsFullScreen = true;

            IsMouseVisible = true;
#else
            _graphics.PreferredBackBufferWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            _graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
            _graphics.IsFullScreen = true;
#endif

            //Set window defaults. Parent game can override in constructor
            Window.AllowUserResizing  = true;
            Window.ClientSizeChanged += Window_ClientSizeChanged;

            //new-up components and add to Game.Components
            _screenManager = new ScreenManager(this);
            Components.Add(_screenManager);

            FrameRateCounter frameRateCounter = new FrameRateCounter(_screenManager);
            frameRateCounter.DrawOrder = 101;
            Components.Add(frameRateCounter);

            _screenManager.AddScreen(new MainMenuScreen());
        }
Exemplo n.º 29
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        protected override void LoadContent()
        {
            FrameRateCounter = new FrameRateCounter(this, Content.Load <SpriteFont>(@"Fonts\Visitor43"), GamePlayManager.SpriteBatch);
            GamePlayManager.StartServices();
            Components.Add(GamePlayManager.GamePlayComponentManager);
            GamePlayManager.UiManager.AddUiContainer(new UiContainer(GameEnvironment.ScreenRectangle, new UiControlManager()));

            Ground       = Content.Load <Texture2D>(@"Concrete");
            MazeA        = Content.Load <Texture2D>(@"MazeA");
            MazeB        = Content.Load <Texture2D>(@"MazeB");
            LightTexture = LightTextureBuilder.CreatePointLight(this.GraphicsDevice, 512);
            //CreateLights(LightTexture, 20);
            //CreateHulls(50);
            _compoundA = LevelFromTexture(MazeA, ref _originA);
            _compoundB = LevelFromTexture(MazeB, ref _originB);
            //_compoundB.Position += ConvertUnits.ToSimUnits( MazeBOffset);

            Player = new Player(new Vector2(100, 100));
            KryptonEngine.Lights.Add(Player.Light);
        }
        public Game1()
        {
            DeProfiler.Run();
            graphics = new GraphicsDeviceManager(this);

            preferredBackBufferHeight = graphics.PreferredBackBufferHeight;
            preferredBackBufferWidth  = graphics.PreferredBackBufferWidth;

            //enter stealth mode at start
            //graphics.PreferredBackBufferHeight = 100;
            //graphics.PreferredBackBufferWidth = 160;

            FrameRateCounter frameRate = new FrameRateCounter(this);

            frameRate.DrawOrder = 1;
            Components.Add(frameRate);

            Content.RootDirectory = "Content";
            graphics.SynchronizeWithVerticalRetrace = true; // press f3 to set it to false at runtime

            showDebugKeysHelp();
        }
Exemplo n.º 31
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        /// <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()
        {
            // input helper
            Components.Add(new Xin(this));

            // fps counter
            fpsCounter = new FrameRateCounter(this);
            Components.Add(fpsCounter);
            fpsCounter.IsVisible = settings.fpsCounter;

            // state manager
            gameStateManager = new GameStateManager(this);
            Components.Add(gameStateManager);

            // TODO: remove this when the game menu is implemented
            switch (settings.gameMode)
            {
            case GameMode.AI:
                playState = PlayState.CreateAIGame(this);
                break;

            case GameMode.Singleplayer:
                playState = PlayState.CreateSinglePlayerGame(this);
                break;

            case GameMode.Multiplayer:
                playState = PlayState.CreateLocalMultiPlayerGame(this);
                break;

            default:
                Exit();     //stop the game if somehow the mode is not one of those
                break;
            }

            gameStateManager.ChangeState(playState);

            base.Initialize();
        }
Exemplo n.º 32
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        /// <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()
        {
            towerRenderer = new TowerRenderer(this);
            Components.Add(towerRenderer);

            camera = new QuakeCamera(this);
            Components.Add(camera);

            ddrawer = new DebugDrawer(this);
            Components.Add(ddrawer);

            var fpsCounter = new FrameRateCounter(this);

            Components.Add(fpsCounter);

            Components.Add(new DebugOutput(this));

            player = new Player(new Vector3(0, maxPos, 0), camera as QuakeCamera);
            physics.AddController(player.PhysicsController);
            player.PhysicsController.EnableController();

            base.Initialize();
        }