/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; uiLayer = new UILayer(this, Content.Load <SpriteFont>("ComicSans"), Content.Load <SpriteFont>("ComicSansSmall")); SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); GameFacade.Controller = new GameController(); GameFacade.Screens = uiLayer; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.Cursor = new CursorManager(this.Window); GameFacade.Cursor.Init(tso.content.Content.Get().GetPath("")); /** Init any computed values **/ GameFacade.Init(); GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new UISpriteBatch(GraphicsDevice, 3); // TODO: use this.Content to load your game content here int Channel = Bass.BASS_StreamCreateFile("Sounds\\BUTTON.WAV", 0, 0, BASSFlag.BASS_DEFAULT); UISounds.AddSound(new UISound(0x01, Channel)); GameFacade.MainFont = new TSOClient.Code.UI.Framework.Font(); GameFacade.MainFont.AddSize(10, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_10px")); GameFacade.MainFont.AddSize(12, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_12px")); GameFacade.MainFont.AddSize(14, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_14px")); GameFacade.MainFont.AddSize(16, Content.Load <SpriteFont>("Fonts/ProjectDollhouse_16px")); GameFacade.SoundManager = new TSOClient.Code.Sound.SoundManager(); GameFacade.GameThread = Thread.CurrentThread; ScreenMgr = new ScreenManager(this, Content.Load <SpriteFont>("ComicSans"), Content.Load <SpriteFont>("ComicSansSmall")); SceneMgr = new SceneManager(this); GameFacade.Controller = new GameController(); GameFacade.Screens = ScreenMgr; GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; /** Init any computed values **/ GameFacade.Init(); GameFacade.LastUpdateState = m_UpdateState; GameFacade.Strings = new ContentStrings(); GameFacade.Controller.StartLoading(); }
/// <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() { var settings = GlobalSettings.Default; if (FSOEnvironment.DPIScaleFactor != 1 || FSOEnvironment.SoftwareDepth) { settings.GraphicsWidth = GraphicsDevice.Viewport.Width / FSOEnvironment.DPIScaleFactor; settings.GraphicsHeight = GraphicsDevice.Viewport.Height / FSOEnvironment.DPIScaleFactor; } FSO.LotView.WorldConfig.Current = new FSO.LotView.WorldConfig() { LightingMode = 3, SmoothZoom = settings.SmoothZoom, SurroundingLots = settings.SurroundingLotMode, AA = settings.AntiAlias }; OperatingSystem os = Environment.OSVersion; PlatformID pid = os.Platform; GameFacade.Linux = (pid == PlatformID.MacOSX || pid == PlatformID.Unix); FSO.Content.Content.Target = FSO.Content.FSOEngineMode.TS1; FSO.Content.Content.TS1HybridBasePath = GlobalSettings.Default.TS1HybridPath; if (FSOEnvironment.Enable3D) { FSO.Files.RC.DGRP3DMesh.InitRCWorkers(); } //FSO.Content.Content.Init(GlobalSettings.Default.StartupPath, GraphicsDevice); base.Initialize(); GameFacade.GameThread = Thread.CurrentThread; SceneMgr = new _3DLayer(); SceneMgr.Initialize(GraphicsDevice); GameFacade.Scenes = SceneMgr; GameFacade.GraphicsDevice = GraphicsDevice; GameFacade.GraphicsDeviceManager = Graphics; GameFacade.Cursor = new CursorManager(GraphicsDevice); if (!GameFacade.Linux) { GameFacade.Cursor.Init(GlobalSettings.Default.TS1HybridPath, true); } /** Init any computed values **/ GameFacade.Init(); //init audio now HITVM.Init(); var hit = HITVM.Get(); hit.SetMasterVolume(HITVolumeGroup.FX, GlobalSettings.Default.FXVolume / 10f); hit.SetMasterVolume(HITVolumeGroup.MUSIC, GlobalSettings.Default.MusicVolume / 10f); hit.SetMasterVolume(HITVolumeGroup.VOX, GlobalSettings.Default.VoxVolume / 10f); hit.SetMasterVolume(HITVolumeGroup.AMBIENCE, GlobalSettings.Default.AmbienceVolume / 10f); ContentStrings.TS1 = true; GameFacade.Strings = new ContentStrings(); GraphicsDevice.RasterizerState = new RasterizerState() { CullMode = CullMode.None }; try { var audioTest = new SoundEffect(new byte[2], 44100, AudioChannels.Mono); //initialises XAudio. audioTest.CreateInstance().Play(); } catch (Exception e) { //MessageBox.Show("Failed to initialize audio: \r\n\r\n" + e.StackTrace); } this.IsFixedTimeStep = true; WorldContent.Init(this.Services, Content.RootDirectory); base.Screen.Layers.Add(SceneMgr); base.Screen.Layers.Add(uiLayer); GameFacade.LastUpdateState = base.Screen.State; if (!GlobalSettings.Default.Windowed && !GameFacade.GraphicsDeviceManager.IsFullScreen) { GameFacade.GraphicsDeviceManager.ToggleFullScreen(); } }
public override void StateStart() { gameFacade.Init(); }
public override void StateStart() { _facade.Init(); }
public override void StateStart() { mFacade = GameFacade.Instance; mFacade.Init(); }