/// <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() { bloomFilter = new BloomFilter(); var options = new ParallelOptions(); options.MaxDegreeOfParallelism = Environment.ProcessorCount; graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1366; graphics.ApplyChanges(); Galaxy.Instance = new Galaxy((double)int.MaxValue * 1000, (double)int.MaxValue * 1000, 10000, 0, 15); // TODO: Add your initialization logic here MonoMenu.Engine.Monitor.Initialize(); monoRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); preProcessRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); planetRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); gridRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); Menu = new MonoMenu.Engine.MonoMenu(graphics.GraphicsDevice, Content); Camera.Instance = new Camera(graphics.GraphicsDevice.Viewport); Camera.Instance.Follow(Galaxy.Instance.GetBody(0)); Camera.Instance.Zoom = (float)(100 / Galaxy.Instance.GetBody(0).size); MouseInput.LeftMouseButtonDoubleClick += InputLeftMouseDoubleClick; MouseInput.LeftMouseButtonClick += InputLeftMouseClick; MouseInput.ScrollDown += InputScrollDown; MouseInput.ScrollUp += InputScrollUp; MouseInput.Dragging += InputDragging; base.Initialize(); }
/// <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); MonoMenu.Engine.MonoMenu.defaultFont = Content.Load <SpriteFont>("Arial"); pixelText = new Texture2D(GraphicsDevice, 1, 1, false, SurfaceFormat.Color); pixelText.SetData(new[] { Color.White }); font = Content.Load <SpriteFont>("Arial"); xMenu = new MonoMenu.Engine.MonoMenu(GraphicsDevice, Content); xMenu.Load("text.xaml"); // TODO: use this.Content to load your game content here }