/// <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);

            map         = Content.Load <TiledMap>("CastleLevel1");
            mapRenderer = new TiledMapRenderer(GraphicsDevice);

            SetUpTiles();
            LoadObjects();

            player.Load(Content, this);

            arialFont = Content.Load <SpriteFont>("arial");
            heart     = Content.Load <Texture2D>("Heart");

            BoxingViewportAdapter viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height);

            camera          = new Camera2D(viewportAdapter);
            camera.Position = new Vector2(0, graphics.GraphicsDevice.Viewport.Height);


            gameMusic = Content.Load <Song>("Foreboding");
            MediaPlayer.Play(gameMusic);
        }
示例#2
0
        /// <summary>
        /// A gaming screen which consists of a single Camera and multiple entities
        /// </summary>
        public LevelScreen()
        {
            _graphics = new GraphicsDeviceManager(this);
            _graphics.SynchronizeWithVerticalRetrace = false;
            _graphics.PreparingDeviceSettings       += (sender, e) =>
            {
                e.GraphicsDeviceInformation.PresentationParameters.PresentationInterval = PresentInterval.Immediate;
            };
            _graphics.ApplyChanges();

            Content.RootDirectory  = "Content";
            GameDatas.AssetManager = Content;

            // Setting properties
            IsMouseVisible = true;
            //Window.Position = Point.Zero;


            _adapter = new BoxingViewportAdapter(Window, GraphicsDevice,
                                                 GameSettings.Width, GameSettings.Height);
            GameDatas.MainCamera = new ControllableCamera2D(_adapter, 100);

            // Launch the GameLogic thread
            _physicLoop = new PhysicsLoop(GameSettings.PhysicRefreshingRate);
            //_graphicsLoop = new GraphicsLoop(GameSettings.GraphicRefreshingRate, this);
            _graphicsLoop = new GraphicsLoop(0, this);

            _level = new ALevel("Content/Map/map_test.json");
        }
示例#3
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        protected override void LoadContent()
        {
            base.LoadContent();
            StaticServiceLocator.AddService(GraphicsDevice);
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, ScreenSize.Width, ScreenSize.Height);

            _rpgScene = new TopDownRpgScene(viewportAdapter, _spriteBatch);
            StaticServiceLocator.AddService(viewportAdapter);
            var screens = new List <Screen>
            {
                new MainMenuScreen(viewportAdapter, Services, this),
                new LoadGameScreen(viewportAdapter, Services),
                new OptionsScreen(viewportAdapter, Services),
                new AudioOptionsScreen(viewportAdapter, Services),
                new VideoOptionsScreen(viewportAdapter, Services),
                new KeyboardOptionsScreen(viewportAdapter, Services),
                new MouseOptionsScreen(viewportAdapter, Services),
                new HelpScreen(viewportAdapter, Services),
                _rpgScene
            };

            foreach (var screen in screens)
            {
                screen.LoadContent();
                _screenComponent.Register(screen);
            }
        }
示例#4
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        /// <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);

            // TODO: use this.Content to load your game content here
            player.Load(Content);
            enemy.Load(Content);

            var ViewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, ScreenWidth, ScreenHeight);

            Camera          = new Camera2D(ViewportAdapter);
            Camera.Position = new Vector2(0, ScreenHeight);

            Map = Content.Load <TiledMap>("Level1");
            foreach (TiledTileLayer Layer in Map.TileLayers)
            {
                if (Layer.Name == "Collisions")
                {
                    CollisionLayer = Layer;
                }
            }
            Arialfont = Content.Load <SpriteFont>("Arial");
            Heart     = Content.Load <Texture2D>("Heart");

            AIE.StateManager.CreateState("Splash", new SplashState());
            AIE.StateManager.CreateState("Game", new GameState());
            AIE.StateManager.CreateState("GamerOver", new GameOverState());

            AIE.StateManager.PushState("Splash");

            foreach (TiledObjectGroup Group in Map.ObjectGroups)
            {
                if (Group.Name == "Enemies")
                {
                    foreach (TiledObject Obj in Group.Objects)
                    {
                        Enemy enemy = new Enemy(this);
                        enemy.Load(Content);
                        enemy.Position = new Vector2(Obj.X, Obj.Y);
                        Enemies.Add(enemy);
                    }
                }
                if (Group.Name == "Goal")
                {
                    TiledObject Obj = Group.Objects[0];
                    if (Obj != null)
                    {
                        AnimatedTexture Anim = new AnimatedTexture(Vector2.Zero, 0, 1, 1);

                        Anim.Load(Content, "Goal", 1, 1);
                        Goal = new Sprite();
                        Goal.Add(Anim, 0, 5);
                        Goal.position = new Vector2(Obj.X, Obj.Y);
                    }
                }
            }
            GameMusic = Content.Load <Song>("SuperHero_original_no_Intro");
            MediaPlayer.Play(GameMusic);
        }
        public override void LoadContent()
        {
            base.LoadContent();

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera = new Camera2D(viewportAdapter);

            _map         = Content.Load <TiledMap>("level-1");
            _mapRenderer = new TiledMapRenderer(GraphicsDevice);

            _entityComponentSystem = new EntityComponentSystem();
            _entityFactory         = new EntityFactory(_entityComponentSystem, Content);

            var service    = new TiledObjectToEntityService(_entityFactory);
            var spawnPoint = _map.GetLayer <TiledMapObjectLayer>("entities").Objects.Single(i => i.Type == "Spawn").Position;

            _entityComponentSystem.RegisterSystem(new PlayerMovementSystem());
            _entityComponentSystem.RegisterSystem(new EnemyMovementSystem());
            _entityComponentSystem.RegisterSystem(new CharacterStateSystem(_entityFactory, spawnPoint));
            _entityComponentSystem.RegisterSystem(new BasicCollisionSystem(gravity: new Vector2(0, 1150)));
            _entityComponentSystem.RegisterSystem(new ParticleEmitterSystem());
            _entityComponentSystem.RegisterSystem(new AnimatedSpriteSystem());
            _entityComponentSystem.RegisterSystem(new SpriteBatchSystem(GraphicsDevice, _camera)
            {
                SamplerState = SamplerState.PointClamp
            });

            service.CreateEntities(_map.GetLayer <TiledMapObjectLayer>("entities").Objects);
        }
示例#6
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        protected override void Initialize()
        {
            //Definir nova textura
            background = new Texture2D(graphics.GraphicsDevice, 18 * 18, 18 * 8);
            //Colorir a textura do background
            Color[] data = new Color[(18 * 18) * (18 * 8)];
            for (int i = 0; i < data.Length; ++i)
            {
                data[i] = new Color(200, 212, 93);
            }
            background.SetData(data);

            //Criar novo jogo
            board = new Board(ui, coroutines, new Point(0, 0), panelColumns, panelRows - 1, (panelColumns * (panelRows - 1)) / 4, 12, 16, 16);

            //Criar camera 2D
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, (panelColumns * gridSize), (panelRows * gridSize));

            camera = new Camera2D(viewportAdapter)
            {
                Position = Vector2.Zero
            };

            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);

            player.Load(Content, this);               // Call the "Load" function in the Player class

            arialFont = Content.Load <SpriteFont>("Arial");
            heart     = Content.Load <Texture2D>("heart");

            BoxingViewportAdapter viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height);

            camera          = new Camera2D(viewportAdapter);
            camera.Position = new Vector2(0, graphics.GraphicsDevice.Viewport.Height);

            map         = Content.Load <TiledMap>("Level1");
            mapRenderer = new TiledMapRenderer(GraphicsDevice);

            // Load the game music
            gameMusic = Content.Load <Song>("SuperHero_original_no_Intro");
            MediaPlayer.Play(gameMusic);

            SetUpTiles();
            LoadObjects();
        }
示例#8
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        protected override void LoadContent()
        {
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera = new Camera2D(viewportAdapter);

            var titleScreen = LoadScreen(@"Content/title-screen.json");
            var guiRenderer = new GuiSpriteBatchRenderer(GraphicsDevice, titleScreen.Skin.DefaultFont, _camera.GetViewMatrix);

            _guiSystem = new GuiSystem(viewportAdapter, guiRenderer)
            {
                Screen = titleScreen
            };

            var panel = titleScreen.FindControl <GuiPanel>("MainPanel");

            var closeButton = titleScreen.FindControl <GuiButton>("CloseButton");

            closeButton.Clicked += (sender, args) => { panel.IsVisible = false; };

            var quitButton = titleScreen.FindControl <GuiButton>("QuitButton");

            quitButton.Clicked += (sender, args) => Exit();

            _progressBar = titleScreen.FindControl <GuiProgressBar>("ProgressBar");
        }
示例#9
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        public Stage(ContentManager content, BoxingViewportAdapter view)
        {
            camera.Pos = new Vector2(0, 0);
            xmlMap.Load("Content/maps/teste.tmx");

            /* Makes a list of every layer in the given stage */
            xmlLayers = xmlMap.GetElementsByTagName("layer");

            /* These instructions will determine the size of the stage matrix */
            mapWidth  = int.Parse(xmlMap.DocumentElement.Attributes.GetNamedItem("width").Value);
            mapHeight = int.Parse(xmlMap.DocumentElement.Attributes.GetNamedItem("height").Value);
            /*       */
            layers = new List <Tile[, ]>();

            depthSorting = new Vector2[3, 3];
            /* Makes an instance of the Texture List */
            textureList = new Texture2D[2];
            /* Sometimes the thread doesn't load everything, since it's all happening so fast */
            //Thread tFillStageMatrix = new Thread(ConvertToInt);
            //tFillStageMatrix.Start();
            LoadTextures(content);
            ChangeStage(1);
            mainCharacter = new Character(content, view);

            mainCharacter.setPosition(IsometricCoord.MapToIso(new Vector2(1, 1))); // X = J Y = I

            // The number inside this instruction tell
            // the position inside the matrix
        }
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _bitmapFont = Content.Load <BitmapFont>("Fonts/montserrat-32");

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera = new OrthographicCamera(viewportAdapter)
            {
                Zoom = 2.0f
            };
            _sceneGraph = new SceneGraph();

            var carHullTexture  = Content.Load <Texture2D>("Textures/car-hull");
            var carHullSprite   = new Sprite(carHullTexture);
            var carWheelTexture = Content.Load <Texture2D>("Textures/car-wheel");
            var carWheelSprite  = new Sprite(carWheelTexture);

            _carNode = new SceneNode("car-hull", viewportAdapter.Center.ToVector2());
            _carNode.Entities.Add(new SpriteEntity(carHullSprite));

            _leftWheelNode = new SceneNode("left-wheel", new Vector2(-29, 17));
            _leftWheelNode.Entities.Add(new SpriteEntity(carWheelSprite));

            _rightWheelNode = new SceneNode("right-wheel", new Vector2(40, 17));
            _rightWheelNode.Entities.Add(new SpriteEntity(carWheelSprite));

            _carNode.Children.Add(_rightWheelNode);
            _carNode.Children.Add(_leftWheelNode);
            _sceneGraph.RootNode.Children.Add(_carNode);
        }
        /// <summary>
        /// Sets up user interface using MonoGame.Extended.Gui.
        /// </summary>
        private void SetupUserInterface()
        {
            var viewportAdapter = new BoxingViewportAdapter(
                this.Window,
                this.GraphicsDevice,
                this.ScreenWidth,
                this.ScreenHeight);
            var guiRenderer = new GuiSpriteBatchRenderer(this.GraphicsDevice, () => Matrix.Identity);

            BitmapFont guiFont = this.Content.Load <BitmapFont>("fonts/PixelAzureBondsBitmap24");

            BitmapFont.UseKernings = false;
            Skin.CreateDefault(guiFont);

            this.guiSystem = new GuiSystem(viewportAdapter, guiRenderer)
            {
                ActiveScreen = new MonoGame.Extended.Gui.Screen
                {
                    Content = new StackPanel
                    {
                        Width  = this.ScreenWidth,
                        Height = this.ScreenHeight,
                    }
                }
            };

            this.guiSystem.ActiveScreen.Hide();
        }
示例#12
0
        public void Init(BoxingViewportAdapter adapter)
        {
            //Create Controllers
            Drawer  = new Controller_Draw();
            Updater = new Controller_Update();

            //Init drawer
            Drawer.Init(adapter);

            //Init ship
            Ship = new Ship();

            //Init random
            Random = new Random();

            //Init asteroid bag
            Asteroids = new Bag <Asteroid>();

            //Init laser bag
            Lasers = new Bag <Laser>();

            //Init explosion bag
            Explosions = new Bag <Explosion>();

            //Init large asteroid textures bag
            LargeAsteroidTextures = new Bag <Texture2D>();

            //Init small asteroid textures bag
            SmallAsteroidTextures = new Bag <Texture2D>();

            //Init game vars
            Score = 0;
            Lives = 3;
            Level = 0;
        }
示例#13
0
        /// <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);

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 1280, 720);

            camera = new OrthographicCamera(viewportAdapter);

            // TODO: use this.Content to load your game content here

            Player.LoadTextures(Content, GraphicsDevice);

            //player.GetCurrentLocation().LoadTextures(Content);
            testArea.LoadTextures(Content);
            slimeCity.LoadTextures(Content);
            slimeHut.LoadTextures(Content);
            InfoBox.LoadTextures(Content);
            InventoryItem.LoadTextures(Content);
            Tiles.Wall.LoadTextures(Content);

            font = Content.Load <SpriteFont>("NPCText");

            ItemManager.LoadTextures(Content);
        }
示例#14
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 public World(MainGame game, BoxingViewportAdapter viewport)
 {
     _game        = game;
     _camera      = new OrthographicCamera(viewport);
     _cameraScale = 4f;
     _camera.ZoomIn(_cameraScale);
 }
示例#15
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        /// <summary>
        /// Initializes the visualizer and audio capture.
        /// </summary>
        protected override void Initialize()
        {
            IsMouseVisible = true;

            graphics.HardwareModeSwitch = false;

            graphics.PreferredBackBufferWidth = ViewportWidth;
            graphics.PreferredBackBufferHeight = ViewportHeight;
            //graphics.IsFullScreen = true;
            graphics.ApplyChanges();

            viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, ViewportWidth, ViewportHeight);
            Camera = new Camera2D(viewportAdapter);

            soundIn = new WasapiLoopbackCapture();
            //soundIn = new WasapiCapture();
            soundIn.Initialize();

            SoundInSource inSource = new SoundInSource(soundIn);
            ISampleSource sampleSource = inSource.ToSampleSource();

            SetupSampleSource(sampleSource);

            byte[] buffer = new byte[source.WaveFormat.BytesPerSecond / 2];

            inSource.DataAvailable += (s, e) =>
            {
                int read;
                while ((read = source.Read(buffer, 0, buffer.Length)) > 0) ;
            };

            soundIn.Start();

            base.Initialize();
        }
示例#16
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        protected override void Initialize()
        {
            _gui = new Gui(_desktop);

            base.Initialize();

            foreach (Blocks name in Enum.GetValues(typeof(Blocks)))
            {
                Materials.Add(name, Content.Load <Texture2D>(name.ToString()));
            }

            _virtualWidth  = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
            _virtualHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, _virtualWidth, _virtualHeight);

            _world  = new World();
            Player1 = new Player(0, 0, _world);
            _cam    = new OrthographicCamera(viewportAdapter);
            _cam.LookAt(new Vector2(Player.X, Player.Y));
            _cam.Zoom = IRestrictions.Zoom;

            _spriteBatch     = new SpriteBatch(GraphicsDevice);
            _playerMouse     = new PlayerMouse(Content, _spriteBatch, _cam);
            _inputController = new InputController(_cam, _spriteBatch, Content, this, _world, Player1, _playerMouse);
            WorldRenderer    = new WorldRenderer(_playerMouse, _inputController, _spriteBatch, this, _world);
        }
示例#17
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        /// <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()
        {
            var virtualSize = SceneManager.Instance.VirtualSize;

            ViewportAdapter = new BoxingViewportAdapter(this.Window, GraphicsDevice, (int)virtualSize.X, (int)virtualSize.Y);
            base.Initialize();
        }
示例#18
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        /// <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);
            player.Load(Content);
            arialFont = Content.Load <SpriteFont>("Arial");
            heart     = Content.Load <Texture2D>("heart");

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, viewWidth, viewHeight);

            camera          = new Camera2D(viewportAdapter);
            camera.Position = new Vector2(0, viewHeight);

            map         = Content.Load <TiledMap>("Level");
            mapRenderer = new TiledMapRenderer(GraphicsDevice);

            gameoverSound = Content.Load <Song>("GameOver");
            winSound      = Content.Load <Song>("Win");

            foreach (TiledMapTileLayer layer in map.TileLayers)
            {
                if (layer.Name == "Solid")
                {
                    collisionLayer = layer;
                }
            }

            gameMusic = Content.Load <Song>("SuperHero_original_no_Intro");

            // TODO: use this.Content to load your game content here
        }
示例#19
0
        protected override void LoadContent()
        {
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 1280, 720);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            fonte       = Content.Load <SpriteFont>("font");
            stage1      = new Stage(Content, viewportAdapter);
        }
示例#20
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        protected override void LoadContent()
        {
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            _boxingViewport = new BoxingViewportAdapter(Window, GraphicsDevice, Window.ClientBounds.Width, Window.ClientBounds.Height);
            Camera          = new OrthographicCamera(_boxingViewport);
            base.LoadContent();
        }
示例#21
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        protected override void Initialize()
        {
            var viewportadapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 600);

            _camera = new OrthographicCamera(viewportadapter);

            base.Initialize();
        }
示例#22
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        protected override void Initialize()
        {
            var viewPortAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            regularCoin.InitializeList(coins);
            camera = new Camera2D(viewPortAdapter);
            base.Initialize();
        }
示例#23
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        protected override void Initialize()
        {
            base.Initialize();

            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera = new Camera2D(viewportAdapter);
        }
示例#24
0
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera = new Camera2D(viewportAdapter);
        }
示例#25
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        protected override void LoadContent()
        {
            BoxingViewportAdapter viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, _width, _height);

            MainCamera  = new Camera2D(viewportAdapter);
            SpriteBatch = new SpriteBatch(_graphics.GraphicsDevice);

            base.LoadContent();
        }
示例#26
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        /// <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);

            // TODO: use this.Content to load your game content here
            player.Load(Content);

            arialFont = Content.Load <SpriteFont>("Arial");
            heart     = Content.Load <Texture2D>("heart");


            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice,
                                                            (int)(graphics.GraphicsDevice.Viewport.Width), (int)(graphics.GraphicsDevice.Viewport.Height));

            camera          = new Camera2D(viewportAdapter);
            camera.Position = player.Position - new Vector2(ScreenWidth, ScreenHeight);

            map = Content.Load <TiledMap>("Level1");
            foreach (TiledTileLayer layer in map.TileLayers)
            {
                if (layer.Name == "Collisions")
                {
                    collisionLayer = layer;
                }
            }

            foreach (TiledObjectGroup group in map.ObjectGroups)
            {
                if (group.Name == "enemies")
                {
                    foreach (TiledObject obj in group.Objects)
                    {
                        Enemy enemy = new Enemy(this);
                        enemy.Load(Content);
                        enemy.Position = new Vector2(obj.X, obj.Y);
                        enemies.Add(enemy);
                    }
                }
                if (group.Name == "goal")
                {
                    TiledObject obj = group.Objects[0];
                    if (obj != null)
                    {
                        AnimatedTexture anim = new AnimatedTexture(
                            Vector2.Zero, 0, 1, 1);
                        anim.Load(Content, "chest", 1, 1);
                        goal = new Sprite();
                        goal.Add(anim, 0, 5);
                        goal.position = new Vector2(obj.X, obj.Y);
                    }
                }
            }

            gameMusic = Content.Load <Song>("Superhero_Violin");
            MediaPlayer.Play(gameMusic);
        }
示例#27
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        public Camera(Scene scene)
        {
            this.scene      = scene;
            _viewportWidth  = scene.Graphics.Viewport.Width;
            _viewportHeight = scene.Graphics.Viewport.Height;
            var viewportAdapter = new BoxingViewportAdapter(scene.XNAWindow.Window, scene.Graphics, scene.XNAWindow.XResolution, scene.XNAWindow.YResolution);

            _internalCamera = new OrthographicCamera(viewportAdapter);
        }
示例#28
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        protected override void LoadContent()
        {
            _viewportAdapter      = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);
            _backgroundTexture    = Content.Load <Texture2D>("vignette");
            _bitmapFontImpact     = Content.Load <BitmapFont>("impact-32");
            _bitmapFontMontserrat = Content.Load <BitmapFont>("montserrat-32");

            _spriteBatch = new SpriteBatch(GraphicsDevice);
        }
示例#29
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        public EditorState(MainGame g) : base(g)
        {
            var viewPortAdapter = new BoxingViewportAdapter(game.Window, graphics, 1920, 1080);

            cam             = new Camera2D(viewPortAdapter);
            world           = game.gameData.world;
            cam.Zoom        = 1f;
            cam.MaximumZoom = 2f;
            cam.MinimumZoom = 0.5f;
        }
        protected override void LoadContent()
        {
            var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480);

            _camera      = new OrthographicCamera(viewportAdapter);
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            _backgroundTexture = Content.Load <Texture2D>("Textures/vignette");
            _bitmapFont        = Content.Load <BitmapFont>("Fonts/montserrat-32");
        }