protected override bool BeginDraw() { if (!base.BeginDraw()) return false; RenderProcess.BeginDraw(); return true; }
protected override void EndRun() { base.EndRun(); WatchdogProcess.Stop(); RenderProcess.Stop(); UpdaterProcess.Stop(); LoaderProcess.Stop(); SoundProcess.Stop(); }
protected override bool BeginDraw() { if (!base.BeginDraw()) { return(false); } RenderProcess.BeginDraw(); return(true); }
protected override void BeginRun() { // At this point, GraphicsDevice is initialized and set up. SoundProcess.Start(); LoaderProcess.Start(); UpdaterProcess.Start(); RenderProcess.Start(); WatchdogProcess.Start(); base.BeginRun(); }
protected override void Update(Microsoft.Xna.Framework.GameTime gameTime) { // The first Update() is called before the window is displayed, with a gameTime == 0. The second is called // after the window is displayed. if (State == null) Exit(); else RenderProcess.Update(gameTime); base.Update(gameTime); }
/// <summary> /// Initializes a new instance of the <see cref="Game"/> based on the specified <see cref="UserSettings"/>. /// </summary> /// <param name="settings">The <see cref="UserSettings"/> for the game to use.</param> public Game(UserSettings settings) { Settings = settings; ContentPath = System.IO.Path.Combine(System.IO.Path.GetDirectoryName(System.Windows.Forms.Application.ExecutablePath), "Content"); Exiting += new System.EventHandler(Game_Exiting); WatchdogProcess = new WatchdogProcess(this); RenderProcess = new RenderProcess(this); UpdaterProcess = new UpdaterProcess(this); LoaderProcess = new LoaderProcess(this); SoundProcess = new SoundProcess(this); States = new Stack <GameState>(); }
protected override void EndDraw() { RenderProcess.EndDraw(); base.EndDraw(); }
protected override void Draw(Microsoft.Xna.Framework.GameTime gameTime) { RenderProcess.Draw(); base.Draw(gameTime); }