public MarbletsGame() { #if !XBOX360 //Uncomment this line to force a save of the default settings file. Useful //when you had added things to settings.cs //project //Settings.Save("settings.xml"); #endif Settings = Settings.Load("settings.xml"); //Create the content pipeline manager. base.Content.RootDirectory = "Content"; MarbletsGame.Content = base.Content; //Set up the device to be HD res. The RelativeSpriteBatch will handle //resizing for us graphics = new GraphicsDeviceManager(this); // If the window size changes, then our drawable area changes and the // game graphics might not fit. // Hook into DeviceReset event so we can resize the graphics. graphics.DeviceReset += new EventHandler(OnGraphicsComponentDeviceReset); graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; Window.AllowUserResizing = true; mainGame = new GameScreen(this, "Textures/play_frame" /* TODO, SoundEntry.MusicGame*/); mainGame.Enabled = false; mainGame.Visible = false; this.Components.Add(mainGame); splashScreen = new TitleScreen(this, "Textures/title_frame" /*TODO, SoundEntry.MusicTitle */); splashScreen.Enabled = true; splashScreen.Visible = true; this.Components.Add(splashScreen); inputHelper = new InputHelper(this); inputHelper.UpdateOrder = int.MinValue; this.Components.Add(inputHelper); #if !MONOMAC this.Components.Add(new GamerServicesComponent(this)); #endif }
public MarbletsGame() #endif { //Create the content pipeline manager. base.Content.RootDirectory = "Content"; MarbletsGame.Content = base.Content; //Set up the device to be HD res. The RelativeSpriteBatch will handle //resizing for us graphics = new GraphicsDeviceManager(this); // If the window size changes, then our drawable area changes and the // game graphics might not fit. // Hook into DeviceReset event so we can resize the graphics. graphics.DeviceReset += new EventHandler <EventArgs>(OnGraphicsComponentDeviceReset); graphics.PreferredBackBufferWidth = 320; graphics.PreferredBackBufferHeight = 480; Window.AllowUserResizing = true; mainGame = new GameScreen(this, "Textures/play_frame", SoundEntry.MusicGame); mainGame.Enabled = false; mainGame.Visible = false; this.Components.Add(mainGame); splashScreen = new TitleScreen(this, "Textures/title_frame", SoundEntry.MusicTitle); splashScreen.Enabled = true; splashScreen.Visible = true; this.Components.Add(splashScreen); inputHelper = new InputHelper(this); inputHelper.UpdateOrder = int.MinValue; this.Components.Add(inputHelper); }
public MarbletsGame() { Settings.Load(); //Create the content pipeline manager. base.Content.RootDirectory = "Content"; MarbletsGame.Content = base.Content; //Set up the device to be HD res. graphics = new GraphicsDeviceManager(this); // Zune use 30 frames per second this.TargetElapsedTime = TimeSpan.FromSeconds(1/30.0f); // The assets need to be stretched...put some quality graphics.PreferMultiSampling = true; mainGame = new GameScreen(this, "play_frame_zunehd"); mainGame.Enabled = false; mainGame.Visible = false; this.Components.Add(mainGame); splashScreen = new TitleScreen(this, "title_frame_zunehd"); splashScreen.Enabled = true; splashScreen.Visible = true; this.Components.Add(splashScreen); this.Components.Add(new GamerServicesComponent(this)); }
public MarbletsGame() #endif { //Create the content pipeline manager. base.Content.RootDirectory = "Content"; MarbletsGame.Content = base.Content; //Set up the device to be HD res. The RelativeSpriteBatch will handle //resizing for us graphics = new GraphicsDeviceManager(this); // If the window size changes, then our drawable area changes and the // game graphics might not fit. // Hook into DeviceReset event so we can resize the graphics. graphics.DeviceReset += new EventHandler<EventArgs>(OnGraphicsComponentDeviceReset); graphics.PreferredBackBufferWidth = 320; graphics.PreferredBackBufferHeight = 480; Window.AllowUserResizing = true; mainGame = new GameScreen(this, "Textures/play_frame", SoundEntry.MusicGame); mainGame.Enabled = false; mainGame.Visible = false; this.Components.Add(mainGame); splashScreen = new TitleScreen(this, "Textures/title_frame", SoundEntry.MusicTitle); splashScreen.Enabled = true; splashScreen.Visible = true; this.Components.Add(splashScreen); inputHelper = new InputHelper(this); inputHelper.UpdateOrder = int.MinValue; this.Components.Add(inputHelper); }
public MarbletsGame() { #if !XBOX360 //Uncomment this line to force a save of the default settings file. Useful //when you had added things to settings.cs //project //Settings.Save("settings.xml"); #endif Settings = Settings.Load("settings.xml"); //Create the content pipeline manager. base.Content.RootDirectory = "Content"; MarbletsGame.Content = base.Content; //Set up the device to be HD res. The RelativeSpriteBatch will handle //resizing for us graphics = new GraphicsDeviceManager(this); // If the window size changes, then our drawable area changes and the // game graphics might not fit. // Hook into DeviceReset event so we can resize the graphics. graphics.DeviceReset += new EventHandler(OnGraphicsComponentDeviceReset); graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; Window.AllowUserResizing = true; mainGame = new GameScreen(this, "Textures/play_frame"/* TODO, SoundEntry.MusicGame*/); mainGame.Enabled = false; mainGame.Visible = false; this.Components.Add(mainGame); splashScreen = new TitleScreen(this, "Textures/title_frame"/*TODO, SoundEntry.MusicTitle */); splashScreen.Enabled = true; splashScreen.Visible = true; this.Components.Add(splashScreen); inputHelper = new InputHelper(this); inputHelper.UpdateOrder = int.MinValue; this.Components.Add(inputHelper); #if !MONOMAC this.Components.Add(new GamerServicesComponent(this)); #endif }