Пример #1
0
        /// <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()
        {
            base.Initialize();
            TiledEntityFactoryPool.InitFactoryPool();

            new GameController();
        }
Пример #2
0
        /// <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()
        {
            base.Initialize();

            AudioMgr.Init(AssetMgr.ContentDir + '/' + AssetMgr.AudioDir);
            Resources.Sounds.Load();

            TiledEntityFactoryPool.InitFactoryPool();

            new GameplayController();
        }
Пример #3
0
        /// <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()
        {
            base.Initialize();
            TiledEntityFactoryPool.InitFactoryPool();

            var depth = new DepthStencilState();

            depth.DepthBufferEnable      = true;
            depth.DepthBufferWriteEnable = true;
            GraphicsMgr.Device.PresentationParameters.DepthStencilFormat = DepthFormat.Depth24Stencil8;

            GraphicsMgr.VertexBatch.DepthStencilState = depth;

            new GameController();
        }