/// <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 Content.RootDirectory = "Content"; Pax4Camera camera = new Pax4Camera("camera", null); Pax4Sound sound = new Pax4Sound("sound", null); Pax4Touch touch = new Pax4Touch("touch", null); Pax4Effect effect = new Pax4Effect("effect", null); Pax4Model model = new Pax4Model("model", null); Pax4Texture2D texture2D = new Pax4Texture2D("texture2D", null); Pax4SpriteFont spriteFont = new Pax4SpriteFont("spriteFont", null); //Pax4ParticleEffect particleEffect = new Pax4ParticleEffect(); //_particleEffect = Pax4ParticleEffect._current._particleEffectIceStarTrail; base.Initialize(); //_graphicsDeviceManager.IsFullScreen = true; _graphicsDeviceManager.ApplyChanges(); #if WINDOWS this.IsMouseVisible = true; #endif }
//public Pax4ModifierCamera _cameraPositionModifier = null; //public Pax4ModifierCamera _cameraTargetModifier = null; //public Pax4ModifierCamera _cameraShakeModifier = null; public Pax4Camera(String p_name, PaxState p_parent0) : base(p_name, p_parent0) { _current = this; _backBufferWidth = Pax4Game._graphicsDeviceManager.PreferredBackBufferWidth; _backBufferHeight = Pax4Game._graphicsDeviceManager.PreferredBackBufferHeight; //if (_backBufferWidth > _backBufferHeight) //{ _aspectRatio = (float)_backBufferWidth / (float)_backBufferHeight; _isInViewFactor = 2.0f * (float)Math.Tan(_aspectRatio / 2.0f); // _scale.Z = _aspectRatio / 1.77778f; // _scale.X = _scale0.X / (float)_backBufferWidth; // _scale.Y = _scale0.Y / (float)_backBufferHeight; //} //else //{ // _aspectRatio = (float)_backBufferHeight / (float)_backBufferWidth; // _scale.Z = 1 / _aspectRatio / 1.77778f; // _scale.X = _scale0.X / (float)_backBufferHeight; // _scale.Y = _scale0.Y / (float)_backBufferWidth; //} //_scale2.X = _scale.X; //_scale2.Y = _scale.Y; //_matScale = Matrix.CreateScale(_scale2.X, _scale2.X, 1.0f); //_cameraShakeModifier = new Pax4CameraTargetModifier(); //_cameraShakeModifier.Ini(0.016f); //_cameraPositionModifier = new Pax4CameraPositionModifier(); //_cameraTargetModifier = new Pax4CameraPositionModifier(); Pax4Game._graphicsDeviceManager.ApplyChanges(); }
/// <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 base.Initialize(); #if WINDOWS _graphicsDeviceManager.PreferredBackBufferWidth = 512; _graphicsDeviceManager.PreferredBackBufferHeight = 910; Pax4Camera._scale0 = new Vector3(_graphicsDeviceManager.PreferredBackBufferWidth, _graphicsDeviceManager.PreferredBackBufferHeight, 0.0f); #endif Pax4Camera camera = new Pax4Camera("camera", null); camera.SetOrientation(); camera.SetCull(CullMode.CullCounterClockwiseFace); camera.SetPosition(new Vector3(0.0f, 0.0f, 40.0f)); camera.Ini(); Pax4Camera._current.SetImmovable(); Pax4ParticleEffectLavaAndIce particleEffect = new Pax4ParticleEffectLavaAndIce(); if (Pax4ParticleEffect._current != null) { _touchParticleEffect = new Pax4ParticleEffectPart("_touchParticleEffect", null); _touchParticleEffect.Ini(Pax4ParticleEffect._current._particleEffectIceStarTrail); _touchParticleEffect.Enable(); } List <String> list = new List <String>(); //****************** //sprite************ //****************** list.Add("Sprite/lavaandiceBackBtn"); list.Add("Sprite/lavaandiceBackBtnOver"); list.Add("Sprite/lavaandiceContinueBtn"); list.Add("Sprite/lavaandiceContinueBtnOver"); list.Add("Sprite/lavaandiceEasyBtn"); list.Add("Sprite/lavaandiceEasyBtnOver"); list.Add("Sprite/lavaandiceEasyOff"); list.Add("Sprite/lavaandiceEasyOn"); list.Add("Sprite/lavaandiceExitBtn"); list.Add("Sprite/lavaandiceExitBtnOver"); list.Add("Sprite/lavaandiceHardBtn"); list.Add("Sprite/lavaandiceHardBtnOver"); list.Add("Sprite/lavaandiceHardOff"); list.Add("Sprite/lavaandiceHardOn"); list.Add("Sprite/lavaandiceIceHealth0"); list.Add("Sprite/lavaandiceIceHealth1"); list.Add("Sprite/lavaandiceIceHealth2"); list.Add("Sprite/lavaandiceIceHealth3"); list.Add("Sprite/lavaandiceInGameFgBottom"); list.Add("Sprite/lavaandiceInGameFgIceLauncher"); list.Add("Sprite/lavaandiceInGameFgIceLauncherOver"); list.Add("Sprite/lavaandiceInGameFgLavaLauncher"); list.Add("Sprite/lavaandiceInGameFgLavaLauncherOver"); list.Add("Sprite/lavaandiceInGameFgScore"); list.Add("Sprite/lavaandiceInGameFgTimer"); list.Add("Sprite/lavaandiceInGameFgTimerRed"); list.Add("Sprite/lavaandiceInGameFgTimerYellow"); list.Add("Sprite/lavaandiceInGameMenuBg"); list.Add("Sprite/lavaandiceInGameMenuBtn"); list.Add("Sprite/lavaandiceInGameMenuBtnOver"); list.Add("Sprite/lavaandiceInGameMenuTextDefeat"); list.Add("Sprite/lavaandiceInGameMenuTextDifficulty"); list.Add("Sprite/lavaandiceInGameMenuTextMenu"); list.Add("Sprite/lavaandiceInGamePauseBtn"); list.Add("Sprite/lavaandiceInGamePauseBtnOver"); list.Add("Sprite/lavaandiceInGameVictoryBg"); list.Add("Sprite/lavaandiceInstructions"); list.Add("Sprite/lavaandiceLavaHealth0"); list.Add("Sprite/lavaandiceLavaHealth1"); list.Add("Sprite/lavaandiceLavaHealth2"); list.Add("Sprite/lavaandiceLavaHealth3"); list.Add("Sprite/lavaandiceMainBg"); //list.Add("Sprite/lavaandiceMainBgTop"); //list.Add("Sprite/lavaandiceMainBgMiddle"); //list.Add("Sprite/lavaandiceMainBgBottom"); list.Add("Sprite/lavaandiceMissionBtn"); list.Add("Sprite/lavaandiceMissionBtnOver"); list.Add("Sprite/lavaandiceMissionLockedBtn"); list.Add("Sprite/lavaandiceNightmareBtn"); list.Add("Sprite/lavaandiceNightmareBtnOver"); list.Add("Sprite/lavaandiceNightmareOff"); list.Add("Sprite/lavaandiceNightmareOn"); list.Add("Sprite/lavaandiceNormalBtn"); list.Add("Sprite/lavaandiceNormalBtnOver"); list.Add("Sprite/lavaandiceNormalOff"); list.Add("Sprite/lavaandiceNormalOn"); list.Add("Sprite/lavaandiceQuestBtn"); list.Add("Sprite/lavaandiceQuestBtnOver"); list.Add("Sprite/lavaandiceQuestComingSoonBtn"); list.Add("Sprite/lavaandiceResumeBtn"); list.Add("Sprite/lavaandiceResumeBtnOver"); list.Add("Sprite/lavaandiceRetryBtn"); list.Add("Sprite/lavaandiceRetryBtnOver"); list.Add("Sprite/lavaandiceSettingsBtn"); list.Add("Sprite/lavaandiceSettingsBtnOver"); list.Add("Sprite/lavaandiceTemperature0.10"); list.Add("Sprite/lavaandiceTemperature0.20"); list.Add("Sprite/lavaandiceTemperature0.30"); list.Add("Sprite/lavaandiceTemperature0.40"); list.Add("Sprite/lavaandiceTemperature0.45"); list.Add("Sprite/lavaandiceTemperature0.50"); list.Add("Sprite/lavaandiceTemperature0.55"); list.Add("Sprite/lavaandiceTemperature0.60"); list.Add("Sprite/lavaandiceTemperature0.70"); list.Add("Sprite/lavaandiceTemperature0.80"); list.Add("Sprite/lavaandiceTemperature0.90"); Pax4Texture2D._current.Load(list); list.Clear(); //****************** //spritefont******** //****************** list.Add("SpriteFont/ArialBold"); list.Add("SpriteFont/Livingstone"); Pax4SpriteFont._current.Load(list); list.Clear(); list = null; //****************** //sound************* //****************** Pax4SoundLavaAndIce sound = new Pax4SoundLavaAndIce("", null); //****************** //ui**************** //****************** Pax4UiLavaAndIce ui = new Pax4UiLavaAndIce("Pax4UiLavaAndIce", Pax.Core.PaxState._root);// Pax4UiLavaAndIce();//new Pax4Ui(); ui.Create(); Pax4UiLavaAndIce uii = null; //Pax4UiLavaAndIce.Deserialize(ui.Serialize()); }