protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            input = new DemoInput();
            gamePlay.Initialize(content, input);

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: use this.content to load your game content here
            input = new DemoInput();
            gamePlay.Initialize(contentManager, input);

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: use this.content to load your game content here
            input = new DemoInput();
            gamePlay.Initialize(contentManager, input);

            // Start the timer
            timer.Start();

            base.OnNavigatedTo(e);
        }
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            string inputType = this.NavigationContext.QueryString["Input"];

            switch (inputType)
            {
            case "1":
                input = new ThumbstickInput(spriteBatch);
                break;

            case "2":
                input = new ButtonInput(spriteBatch);
                break;

            case "3":
                input = new GestureInput(spriteBatch);
                break;

            case "4":
                input = new MotionInput(spriteBatch);
                break;

            default:
                input = new DemoInput();
                break;
            }
            input.Initialize(contentManager);

            gamePlay.Initialize(contentManager, input);

            // Start the timer
            timer.Start();

            input.Start();

            base.OnNavigatedTo(e);
        }
        public void Initialize(ContentManager content, IGamePlayInput inputService)
        {
            IsPlaying = true;

            input = inputService;

            ground = content.Load<Model>("ground");
            player = content.Load<Model>("sphere");
            models[0] = content.Load<Model>("cube");
            models[1] = content.Load<Model>("cone");
            models[2] = content.Load<Model>("dodecahedron");
            models[3] = content.Load<Model>("torus");
            models[4] = content.Load<Model>("octohedron");

            Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
                480.0f / 800.0f, 1.0f, 100.0f, out cameraProjection);

            CalculateWorlds();
            CalculateView();
        }
Пример #6
0
        public void Initialize(ContentManager content, IGamePlayInput inputService)
        {
            IsPlaying = true;

            input = inputService;

            ground    = content.Load <Model>("ground");
            player    = content.Load <Model>("sphere");
            models[0] = content.Load <Model>("cube");
            models[1] = content.Load <Model>("cone");
            models[2] = content.Load <Model>("dodecahedron");
            models[3] = content.Load <Model>("torus");
            models[4] = content.Load <Model>("octohedron");

            Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
                                                480.0f / 800.0f, 1.0f, 100.0f, out cameraProjection);

            CalculateWorlds();
            CalculateView();
        }
        protected override void OnNavigatedTo(NavigationEventArgs e)
        {
            // Set the sharing mode of the graphics device to turn on XNA rendering
            SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            string inputType = this.NavigationContext.QueryString["Input"];
            switch (inputType)
            {
                case "1":
                    input = new ThumbstickInput(spriteBatch);
                    break;
                case "2":
                    input = new ButtonInput(spriteBatch);
                    break;
                case "3":
                    input = new GestureInput(spriteBatch);
                    break;
                case "4":
                    input = new MotionInput(spriteBatch);
                    break;
                default:
                    input = new DemoInput();
                    break;
            }
            input.Initialize(contentManager);

            gamePlay.Initialize(contentManager, input);

            // Start the timer
            timer.Start();

            input.Start();

            base.OnNavigatedTo(e);
        }