public ConsoleHandler(ConsoleComponent console, IGameLoader gameLoader) { this.console = console; this.gameLoader = gameLoader; //this.engine = engine; this.ConfigureConsole(); }
public McGame() { Gdm = new GraphicsDeviceManager(this) { PreferredBackBufferHeight = GameConts.Height * GameConts.Instance.Scale, PreferredBackBufferWidth = GameConts.Width * GameConts.Instance.Scale }; Cc = new ConsoleCommands(this); Console = new ConsoleComponent(this) { Interpreter = Cc.ManualInterpreter }; FpsCounterComponent = new FpsCounterComponent(this); Components.Add(Console); Components.Add(FpsCounterComponent); IsMouseVisible = true; Content.RootDirectory = "Content"; Window.Title = $"{GameConts.Name} :: {GameConts.Version}"; GameConts.Instance.Load(); Window.IsBorderless = GameConts.Instance.Borderless; Gdm.IsFullScreen = GameConts.Instance.FullScreen; IsFixedTimeStep = false; Gdm.SynchronizeWithVerticalRetrace = true; Gdm.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() { Window.Title = Settings.GameName; Engine.Services.Register(new GraphicsDeviceService(this.GraphicsDevice)); Engine.Services.Register(new ContentManagerService(this.Content)); Engine.Services.Register(new LightManagerService(new PenumbraComponent(this))); Engine.Services.Register(new NetHandler()); Engine.Services.Register(new SceneManager()); Engine.Services.Get <LightManagerService>().Component.Initialize(); _camera = new Camera(new Rectangle(0, 0, Settings.ResolutionX, Settings.ResolutionY)); EventInput.Initialize(this.Window); this.InitalizeScenes(); _consoleComponent = new ConsoleComponent(this); _consoleComponent.FontColor = Color.Wheat; this.Components.Add(_consoleComponent); this.InitalizeCommands(); _consoleRedirector = new ConsoleRedirector(_consoleComponent); Console.SetOut(_consoleRedirector); GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; base.Initialize(); }
/// <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() { Client.ServiceLocator.RegisterService(new GraphicsDeviceService(this.GraphicsDevice)); Client.ServiceLocator.RegisterService(new ContentManagerService(this.Content)); Client.ServiceLocator.RegisterService(new LightManagerService(new PenumbraComponent(this))); Client.ServiceLocator.RegisterService(new NetHandler()); Client.ServiceLocator.RegisterService(new SceneManager()); Client.ServiceLocator.GetService <LightManagerService>().Component.Initialize(); _camera = new Camera(new Rectangle(0, 0, Settings.ResolutionX, Settings.ResolutionY)); EventInput.Initialize(this.Window); this.InitalizeScenes(); _consoleComponent = new ConsoleComponent(this); this.Components.Add(_consoleComponent); this.InitalizeCommands(); _consoleRedirector = new ConsoleRedirector(_consoleComponent); Console.SetOut(_consoleRedirector); Window.Title = Settings.GameName; base.Initialize(); }
public HelloPythonGame() { Window.Title = "Hello Python in MonoGame :)"; _graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 1280, PreferredBackBufferHeight = 720 }; // Create a sample cube component. var cube = new CubeComponent(this); Components.Add(cube); // Create a console component. _console = new ConsoleComponent(this); Components.Add(_console); // Create an interpreter - this will execute the commands typed into console. // In this case we are creating a python interpreter which allows python code to be executed. var interpreter = new PythonInterpreter(); // Register the cube and the console itself as objects we can manipulate in-game. interpreter.AddVariable("cube", cube); interpreter.AddVariable("console", _console); // Finally, tell the console to use this interpreter. _console.Interpreter = interpreter; // Add component for on-screen helper instructions. Components.Add(new InstructionsComponent(this)); }
static void Main(string[] args) { #region Initialize ConsoleMan.Initialize("ScreenTest", new Pixel(ConsoleColor.Black)); KeyMan.Start(); ConsoleComponent console = new ConsoleComponent("Text1", DrawableComponentBuilder.MakeConsole()); TextComponent text = new TextComponent("CursorPosition", new DrawableComponent("CursorPosition", 20, 1, 20, 20, 0.0f)); ConsoleMan.Add(console); ConsoleMan.Add(text); ConsoleMan.Start(); #endregion Console.OutputEncoding = UTF32Encoding.UTF8; console.WriteLine("SHIT"); string x = console.ReadLine(); console.Write(x); while (true) { text.Text = System.Windows.Forms.Cursor.Position.ToString() + "\u0627"; } ConsoleMan.Stop(); KeyMan.Stop(); return; }
public SandboxGame() { _deviceManager = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _penumbra = new PenumbraComponent(this, Transforms.OriginCenter_XRight_YUp | Transforms.Custom) { AmbientColor = Color.Black }; Components.Add(_penumbra); _penumbraController = new PenumbraControllerComponent(this, _penumbra); Components.Add(_penumbraController); _scenarios = new ScenariosComponent(this, _penumbra, _penumbraController, _consoleInterpreter); Components.Add(_scenarios); var ui = new UIComponent(this, _penumbraController) { DrawOrder = int.MaxValue }; Components.Add(ui); _camera = new CameraMovementComponent(this, _penumbra); Components.Add(_camera); Components.Add(new FpsGarbageComponent(this)); _console = new ConsoleComponent(this); Components.Add(_console); // There's a bug when trying to change resolution during window resize. // https://github.com/mono/MonoGame/issues/3572 _deviceManager.PreferredBackBufferWidth = 1280; _deviceManager.PreferredBackBufferHeight = 720; Window.AllowUserResizing = false; IsMouseVisible = true; }
public ConsoleScreen(DemoGame game) : base(game) { BlockDrawing = false; BlockUpdating = false; console = game.Services.GetService <ConsoleComponent>(); console.ToggleOpenClose(); scriptManager = game.Services.GetService <ScriptingEngine>(); }
public LostRPGMain() { this.graphics = new GraphicsDeviceManager(this); this.Content.RootDirectory = "Content"; //this.graphics.IsFullScreen = true; this.IsMouseVisible = true; this.graphics.PreferredBackBufferWidth = 1280; this.graphics.PreferredBackBufferHeight = 720; //// this.console = new ConsoleComponent(this); this.Components.Add(this.console); }
public override void InitializeComponents() { var location = Assembly.GetExecutingAssembly().Location; var shadersPath = Path.GetDirectoryName(location) + "\\Shaders\\ShadowMapLightingShaders.hlsl"; grid = new GridComponentTextured(GameDevice); var texturePath = Path.GetDirectoryName(location) + "\\Textures\\marble_texture2.jpg"; grid.InitializeResources(texturePath, new BlackPlastic(), shadersPath, shadersPath, InputElements.VertexPosNormTex); grid.Translation = new Vector3(-grid.Lenght / 2f, 0f, -grid.Lenght / 2f); cow = new ObjModelComponent(GameDevice); texturePath = Path.GetDirectoryName(location) + "\\Textures\\cow_texture.jpg"; var filePath = Path.GetDirectoryName(location) + "\\Meshes\\cow.obj"; cow.InitializeResources(texturePath, new Silver(), shadersPath, shadersPath, InputElements.VertexPosNormTex, filePath); cow.Scaling = new Vector3(0.01f, 0.01f, 0.01f); texturePath = Path.GetDirectoryName(location) + "\\Textures\\marble_texture2.jpg"; string[] cubetexturesPath = new string[] { Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_ft.bmp", Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_bk.bmp", Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_dn.bmp", Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_up.bmp", Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_lf.bmp", Path.GetDirectoryName(location) + "\\Textures\\SkyText\\miramar_rt.bmp", }; skySphere = new FBXComponent(GameDevice); filePath = Path.GetDirectoryName(location) + "\\Meshes\\skySphere2.fbx"; skySphere.InitializeResources(cubetexturesPath, shadersPath, shadersPath, InputElements.VertexPosNormTex, filePath); skySphere.isLighten = false; // skySphere.InitializeResources(texturePath, new Silver(), shadersPath, shadersPath, InputElements.VertexPosNormTex, filePath); skySphere.Scaling = new Vector3(0.1f, 0.1f, 0.1f); plane = new PlaneComponent(GameDevice); PlaneTexture = worldPositionMap; plane.InitializeResources(shadowMapResourseView, new Silver(), shadersPath, shadersPath, InputElements.VertexPosNormTex); plane.Rotation = Matrix.RotationYawPitchRoll(MathUtil.DegreesToRadians(0f), MathUtil.DegreesToRadians(-90f), MathUtil.DegreesToRadians(0f)); plane.Translation = new Vector3(10f, 10f, 0f); consoleComponent = new ConsoleComponent(); consoleComponent.Initialize(this); LuaManager = new LuaScriptManager(this); }
public GMGame() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1366; graphics.PreferredBackBufferHeight = 768; console = new ConsoleComponent(this); console.TimeToToggleOpenClose = 0.05f; Components.Add(console); interpreter = new PythonInterpreter(); console.Interpreter = interpreter; interpreter.AddVariable("gm", this); Content.RootDirectory = "Content"; world = new MainWorld(this); }
public SandboxGame() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _camera = new CameraControllerComponent(this); _cube = new CubeComponent(this); Components.Add(_camera); Components.Add(_cube); _console = new ConsoleComponent(this) { Padding = 10.0f, FontColor = Color.White, InputPrefixColor = Color.White, BackgroundColor = Color.White, BottomBorderThickness = 4.0f, BottomBorderColor = Color.Red, SelectionColor = SelectionColor, LogInput = cmd => Debug.WriteLine(cmd) // Logs input commands to VS output window. }; Components.Add(_console); // Add search path for IronPython standard library. This is so that Python engine knows where to load modules from. _pythonInterpreter.AddSearchPath(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "Lib\\")); // Import threading module and Timer function. _pythonInterpreter.RunScript("import threading"); _pythonInterpreter.RunScript("import random"); _pythonInterpreter.RunScript("from threading import Timer"); // There's a bug when trying to change resolution during window resize. // https://github.com/mono/MonoGame/issues/3572 _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; Window.AllowUserResizing = false; IsMouseVisible = true; }
public PlatformerGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #if WINDOWS_PHONE TargetElapsedTime = TimeSpan.FromTicks(333333); #endif graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; IsMouseVisible = true; Accelerometer.Initialize(); Penumbra = new PenumbraComponent(this) { AmbientColor = new Color(30, 20, 10), Visible = true, Debug = false }; penumbraController = new PenumbraControllerComponent(this, Penumbra); Components.Add(penumbraController); Console = new ConsoleComponent(this); Components.Add(Console); }
public Main() { self = this; graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Set Width and Height og game screen graphics.PreferredBackBufferWidth = Settings.Default.ScreenWidth; graphics.PreferredBackBufferHeight = Settings.Default.ScreenHeight; // Set windows start posion to center screen Window.Position = new Point((GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width / 2) - (graphics.PreferredBackBufferWidth / 2), (GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height / 2) - (graphics.PreferredBackBufferHeight / 2)); // For detect FPS in FramerateCounter.cs graphics.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; // Restore fullscreen setting if (Settings.Default.FullScreen) { graphics.ToggleFullScreen(); } graphics.ApplyChanges(); // Initial ScreenTransition ScreenTransitions.FadeOUT(); // Initial QuakeConsole console = new ConsoleComponent(this); Components.Add(console); // Add interpreter for QuakeConsole pythonInterpreter = new PythonInterpreter(); manualInterpreter = new ManualInterpreter(); console.Interpreter = manualInterpreter; // Add variable for PythonInterpreter pythonInterpreter.AddVariable("console", console); pythonInterpreter.AddVariable("manual", manualInterpreter); // Add command for ManualInterpreter manualInterpreter.RegisterCommand("fullscreen", args => { if (args.Length == 0) { return; } else if (graphics.IsFullScreen && args[0].Equals("off")) { graphics.ToggleFullScreen(); } else if (!graphics.IsFullScreen && args[0].Equals("on")) { graphics.ToggleFullScreen(); } }); manualInterpreter.RegisterCommand("fps", args => { if (args.Length == 0) { return; } else if (args[0].Equals("on")) { Settings.Default.ShowFPS = true; Settings.Default.Save(); } else if (args[0].Equals("off")) { Settings.Default.ShowFPS = false; Settings.Default.Save(); } }); manualInterpreter.RegisterCommand("Level", args => { if (args.Length < 2) { return; } else if (args[0].Equals("=")) { Settings.Default.LevelSelected = int.Parse(args[1]); Settings.Default.Save(); } }); manualInterpreter.RegisterCommand("console.Interpreter", args => { if (args.Length < 2) { return; } else if (args[0].Equals("=") & args[1].Equals("python")) { console.Interpreter = pythonInterpreter; } }); manualInterpreter.RegisterCommand("exit", args => { Exit(); }); manualInterpreter.RegisterCommand("ResetLevel", args => { ScreenManager.LoadScreen(new GamePlayScreen()); }); BGM = Content.Load <Song>("Audios/POL-mad-run-short"); MediaPlayer.IsRepeating = true; MediaPlayer.Volume = Settings.Default.BGMVolume; MediaPlayer.Play(BGM); AudioManager.AddAudioEffect("click", Content.Load <SoundEffect>("Audios/NFF-select").CreateInstance()); AudioManager.AddAudioEffect("shoot", Content.Load <SoundEffect>("Audios/NFF-rasp").CreateInstance()); AudioManager.AddAudioEffect("die", Content.Load <SoundEffect>("Audios/NFF-lose").CreateInstance()); AudioManager.AddAudioEffect("switch", Content.Load <SoundEffect>("Audios/NFF-click-switch").CreateInstance()); }
public ConsoleRedirector(ConsoleComponent consoleComponent) { _consoleComponent = consoleComponent; }
/// <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() { Content.RootDirectory = "Content"; ContentManager = Content; Services.AddService(Content); Services.AddService(graphics); gameManager = new GameStateManager(this); Services.AddService(gameManager); var soundDir = new DirectoryInfo(Path.Combine(Content.RootDirectory, "SFX")); var musicDir = new DirectoryInfo(Path.Combine(Content.RootDirectory, "Music")); AudioManager.Initialize(this, soundDir, musicDir); inputHandler = InputHandler.InitializeSingleton(this); Components.Add(inputHandler); Components.Add(gameManager); var settings = GameSettings.LoadFromFile(); Services.AddService(settings); graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height; graphics.ApplyChanges(); Window.IsBorderless = true; camera = new FocusCamera(GraphicsDevice.Viewport, null); Services.AddService(camera); spriteBatch = new SpriteBatch(GraphicsDevice); Services.AddService(spriteBatch); var transMan = new TransitionManager(this, gameManager); context = new GameContext { camera = camera, gameManager = gameManager, transitionManager = transMan, input = inputHandler, scripter = scriptManager, spriteBatch = spriteBatch, content = Content, graphics = GraphicsDevice }; scriptManager = new ScriptingEngine(context); Services.AddService(scriptManager); context.scripter = scriptManager; Services.AddService(context); var console = new ConsoleComponent(this); console.Initialize(); console.TimeToToggleOpenClose = 0.25f; console.Interpreter = scriptManager; Services.AddService(console); base.Initialize(); }
public ConsoleMediator() : base(NAME) { ViewComponent = new ConsoleComponent(); }