/// <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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); Master.SetClearColor(Color.CornflowerBlue); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); base.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() { //Register our ContentManager //ContentButler.setGame(this); Master.Initialize(this); //Setup screen display/graphics device ViewportHandler.SetScreen(ScreenWidth, ScreenHeight); graphics.PreferredBackBufferWidth = ViewportHandler.GetWidth(); graphics.PreferredBackBufferHeight = ViewportHandler.GetHeight(); graphics.SynchronizeWithVerticalRetrace = true; graphics.IsFullScreen = false; graphics.ApplyChanges(); Graphics.CGraphics.acquireGraphics(ref graphics); graphics.SynchronizeWithVerticalRetrace = true; CGraphics.fullScreenRenderTarget = new RenderTarget2D(CGraphics.GPU, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, true, SurfaceFormat.Color, DepthFormat.Depth24); _fpsTimer.Elapsed += new ElapsedEventHandler(_fpsHandler); _fpsTimer.Enabled = true; _fpsTimer.Start(); Master.SetClearColor(Color.Black); CTextures.init(Content); Master.Push(new DevMenu()); //Master.Push(new PlayableState()); Master.GetInputManager().AddInputHandler(new CInput()); CMasterControl.glblInput = Master.GetInputManager().GetCurrentInputHandler() as Input.CInput; CMasterControl.healthController = new Actors.HUD.health.CHealthController(20, 78); CMasterControl.magicMeter = new Actors.HUD.magic.CMagicMeter(); scaleMatrix = Matrix.CreateScale( 3f, 3f, 1f); base.Initialize(); }