private void InitInput() { m_oInput = InputFactory.GetInput(m_eInputSource); if (m_oInput != null) { m_oInput.Init(); m_oInput.Activate(JumpDetecet, ShootDetected); } }
private void InitInput() { m_oInput = InputFactory.GetInput(m_eInputSource); if (m_oInput != null) { m_oInput.Init(); m_oInput.Activate(PrimaryDetecet, SecondaryDetected, SwitchPlayerDetected, MoveLeftDetected, MoveRightDetected, MoveUpDetected, MoveDownDetected, GetObjectDetected, UseObjectDetected, DropObjectDetected, InfoDetected); } }
private void InitInput() { m_oInput = InputFactory.GetInput(); if (m_oInput != null) { m_oInput.Init(m_paintTable); m_oInput.Activate( OnSlideDetected ); } }
// Use this for initialization protected void Start() { activeCharacters = new List <MainCharacter>(); playersCount++; coinController = new CharacterCoinController(); levelGenerator = GameObject.FindObjectOfType <LevelGenerator>(); input = InputFactory.GetInput(playersCount, mobileInput); character = GetComponentInParent <MainCharacter>(); activeCharacters.Add(character); //FIXME wtf cameraController = character.GetComponentInChildren <CharacterCameraController>(); }
/// <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 graphics.PreferredBackBufferWidth = _renderedWidth; graphics.PreferredBackBufferHeight = _renderedHeight; graphics.ApplyChanges(); IsMouseVisible = true; renderer.Initialize(GraphicsDevice, _gameWorldWidth, _gameWorldHeight, _discs); _input = InputFactory.GetInput(_renderedWidth / _gameWorldWidth, _renderedHeight / _gameWorldHeight); _discs.Add(new Disc(5, new Vector2(_gameWorldWidth / 2, _gameWorldHeight / 2), new Vector2(.5f, 1))); _discs.Add(new Disc(5, new Vector2(_gameWorldWidth / 4, _gameWorldHeight / 4), new Vector2(1, 1.5f))); base.Initialize(); }
private void InitInput() { m_oInput = InputFactory.GetInput(m_eInputSource); if (m_oInput != null) { m_oInput.Init(); m_oInput.Activate( OnSlideToRightDetc, OnSlideToLeftDect, OnSlideToTopDetc, OnSlideToBottomDetc, OnSingleClickDetc, OnCLickContinuosDetc ); } }
/// <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(); input = InputFactory.GetInput(); TextDisplay textDisplay = new TextDisplay(); textDisplay.Initialize(Content.Load <SpriteFont>("BlackJackFont")); CardDisplay cardDisplay = new CardDisplay(); cardDisplay.Initialize(Content.Load <Texture2D>("Card-Faces"), Content.Load <Texture2D>("Card-Back")); ChipDisplay chipDisplay = new ChipDisplay(); chipDisplay.Initialize(Content.Load <Texture2D>("Chips"), textDisplay); _table = new Table(); _table.Initialize(input, GraphicsDevice.Viewport.Height, GraphicsDevice.Viewport.Width, cardDisplay, textDisplay, chipDisplay); }