private void InitializeMapLight() { //make sure to initialize krypton, unless it has been added to the Game's list of Components Penumbra.Initialize(); Penumbra.AmbientColor = AmbientColor; Penumbra.Game.GraphicsDevice.RasterizerState = RasterizerState.CullClockwise; }
//----------------------------------------------------------------------------------------------------------------------------------------------------------- protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2); // load or create new world map.LoadMap("new_world.world"); // will create map everytime //map.CreateMap(420); Cell.blockCells.Clear(); player.LoadContent(Content); //playerSprite = Content.Load<Texture2D>("player"); if (multiplayer) { net.LoadMultiplayer(player); } penumbra.Initialize(); //penumbra.Transform = player.camera.view; //Components.Add(penumbra); penumbra.Lights.Add(sun); }
protected override void Initialize() { IsMouseVisible = true; // Initialize the lighting system penumbra.Initialize(); penumbra.AmbientColor = new Color(new Vector3(0.7f)); //penumbra.Debug = true; // Our world for the physics body world = new World(Vector2.Zero); // Initialize the physics debug view PhysicsDebugView = new DebugViewXNA(world); PhysicsDebugView.LoadContent(GraphicsDevice, Content); PhysicsDebugView.RemoveFlags(DebugViewFlags.Controllers); PhysicsDebugView.RemoveFlags(DebugViewFlags.Joint); PhysicsDebugView.RemoveFlags(DebugViewFlags.Shape); PhysicsDebugView.DefaultShapeColor = new Color(255, 255, 0); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.SynchronizeWithVerticalRetrace = true; IsFixedTimeStep = false; base.Initialize(); }
public void Initialize() { Console.WriteLine("GameManager - Initialize"); Penumbra = new PenumbraComponent(Game1.Game) { AmbientColor = new Color(50, 50, 50, 255) }; Game1.Game.Services.AddService(Penumbra); ParticleManager = new ParticleManager(); SoundManager = new SoundManager(); ItemManager = new ItemManager(); CreatureManager = new CreatureManager(); ProjectileManager = new ProjectileManager(); ScreenManager = new ScreenManager(); Managers = new List <IManager> { ParticleManager, SoundManager, ItemManager, CreatureManager, ProjectileManager, ScreenManager }; Managers.ForEach(x => x.Initialize()); Penumbra.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() { // TODO: Add your initialization logic here windowWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; windowHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; //renderSize = windowWidth; graphics.PreferredBackBufferHeight = windowHeight; graphics.PreferredBackBufferWidth = windowWidth; //graphics.IsFullScreen = true; graphics.SynchronizeWithVerticalRetrace = false; graphics.ApplyChanges(); //IsFixedTimeStep = false; IsMouseVisible = true; penumbra.Initialize(); penumbra.Lights.Add(Player.playerLight); penumbra.Lights.Add(Player.playerLight2); worlds.Add(new World(75, 250, 0.10f)); base.Initialize(); }
public void InitLighting() { Penumbra = new PenumbraComponent(ThisGame); ThisGame.Services.AddService(Penumbra); Penumbra.Initialize(); Penumbra.AmbientColor = Color.Black; }
/// <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(); world = new World(256, 256, Content); EditorGui.init(); player = new Player(Content); World.themeNames = new string[Directory.GetDirectories(Content.RootDirectory + "/themes").Length]; int i = 0; foreach (string folder in Directory.GetDirectories(Content.RootDirectory + "/themes")) { World.themeNames[i] = Path.GetFileName(folder); i++; } cam.Zoom = 1f; rt = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); preBloomTarget = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); bloomMipmap = new Mipmap(preBloomTarget, 5, GraphicsDevice); blurPass = new BlurPass(GraphicsDevice, Content, bloomMipmap.getLevel(4).Width, bloomMipmap.getLevel(4).Height, 1.5f); blurPass1 = new BlurPass(GraphicsDevice, Content, bloomMipmap.getLevel(3).Width, bloomMipmap.getLevel(3).Height, 2.5f); blurPass2 = new BlurPass(GraphicsDevice, Content, bloomMipmap.getLevel(1).Width, bloomMipmap.getLevel(1).Height, 1.2f); graphicsDevice = graphics.GraphicsDevice; //graphicsDevice.Viewport = new Viewport(0, 0, 1600, 900); penumbra.Initialize(); }
public override void Initialize() { log.Info("Intitialising Penumbra"); penumbra.Initialize(); base.Initialize(); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); Penumbra.Initialize(); Penumbra.Visible = true; }
/// <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 // Initialize the lighting system. penumbra.Initialize(); base.Initialize(); }
protected override void Initialize() { base.Initialize(); _graphics.PreferredBackBufferWidth = 1920; _graphics.PreferredBackBufferHeight = 1080; _graphics.PreferMultiSampling = true; _graphics.IsFullScreen = false; _graphics.HardwareModeSwitch = false; _graphics.ApplyChanges(); _penumbra.Initialize(); _penumbra.AmbientColor = Color.FromNonPremultiplied(255, 255, 255, 255); }
protected override void Initialize() { penumbra.Initialize(); camera = new Camera(GraphicsDevice.Viewport); vars = new Variables(); height = GraphicsDevice.DisplayMode.Height; width = GraphicsDevice.DisplayMode.Width; UserInterface.Initialize(Content, BuiltinThemes.hd); UserInterface.Active.SetCursor(CursorType.Default); graphics.PreferredBackBufferWidth = (int)width; graphics.PreferredBackBufferHeight = (int)height; graphics.IsFullScreen = false; graphics.ApplyChanges(); game = true; menu = true; combat = true; base.Initialize(); }
protected override void Initialize() { // TODO: Add your initialization logic here camera = new Camera(); gsm = new GameStateManager(); lua = new Lua(); var c = new Constants(); lua["Constants"] = c; // Initialize the lighting system penumbra.Initialize(); penumbra.AmbientColor = new Color(0.9f, 0.9f, 0.9f, 1.0f); base.Initialize(); }
protected override void LoadContent() { Dictionary <string, Texture2D> textures = new Dictionary <string, Texture2D>(); spriteBatch = new SpriteBatch(GraphicsDevice); string[] files = Directory.GetFiles(Content.RootDirectory + "\\Sprites", "*.xnb", SearchOption.AllDirectories); foreach (string file in files) { string filename = Path.GetFileNameWithoutExtension(file); textures[filename] = Content.Load <Texture2D>("Sprites\\" + filename); } penumbra.Initialize(); camera.LoadContent(); AudioManager.LoadContent(Content); renderer.LoadContent(Content, textures); }
// This method is used to initialize the penumbra instance, and add // all the entities that have an associated instance of light component. public PenumbraComponent Initialize(GameDependencies gameDependencies) { var penumbra = new PenumbraComponent(gameDependencies.Game) { // Ambient color will determine how dark everything else // except for the light will be. AmbientColor = new Color(new Vector3(0.5f)) // should be an entity? }; var lights = ComponentManager.Instance.GetEntitiesWithComponent(typeof(LightComponent)); foreach (var instance in lights) { var lightComponent = instance.Value as LightComponent; penumbra.Lights.Add(lightComponent.Light); } penumbra.Initialize(); return(penumbra); }
/// <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 SpriteBatch(GraphicsDevice); // Load fonts hudFont = Content.Load <SpriteFont>("Fonts/Hud"); // Load overlay textures winOverlay = Content.Load <Texture2D>("Overlays/you_win"); loseOverlay = Content.Load <Texture2D>("Overlays/you_lose"); diedOverlay = Content.Load <Texture2D>("Overlays/you_died"); //Work out how much we need to scale our graphics to fill the screen float horScaling = GraphicsDevice.PresentationParameters.BackBufferWidth / baseScreenSize.X; float verScaling = GraphicsDevice.PresentationParameters.BackBufferHeight / baseScreenSize.Y; Vector3 screenScalingFactor = new Vector3(horScaling, verScaling, 1); globalTransformation = Matrix.CreateScale(screenScalingFactor); virtualGamePad = new VirtualGamePad(baseScreenSize, globalTransformation, Content.Load <Texture2D>("Sprites/VirtualControlArrow")); //Known issue that you get exceptions if you use Media PLayer while connected to your PC //See http://social.msdn.microsoft.com/Forums/en/windowsphone7series/thread/c8a243d2-d360-46b1-96bd-62b1ef268c66 //Which means its impossible to test this from VS. //So we have to catch the exception and throw it away try { MediaPlayer.IsRepeating = true; MediaPlayer.Play(Content.Load <Song>("Sounds/Music")); } catch { } // Load penumbra penumbra.Initialize(); penumbra.Transform = globalTransformation; LoadNextLevel(); }
protected override void Initialize() { // Initialize the lighting system. penumbra.Initialize(); }