/// <summary> /// Creates the scene. /// </summary> /// <remarks> /// This method is called before all <see cref="T:WaveEngine.Framework.Entity" /> instances in this instance are initialized. /// </remarks> protected override void CreateScene() { // Allow transparent background this.RenderManager.ClearFlags = ClearFlags.DepthAndStencil; this.RenderManager.BackgroundColor = Color.Transparent; this.gameStorage = Catalog.GetItem<GameStorage>(); this.gameScene = WaveServices.ScreenContextManager.FindContextByName("GameBackContext") .FindScene<GameScene>(); if (this.gameStorage.BestScore < this.gameScene.CurrentScore) { // Update best score this.gameStorage.BestScore = this.gameScene.CurrentScore; // Save storage game data GameStorage gameStorage = Catalog.GetItem<GameStorage>(); WaveServices.Storage.Write<GameStorage>(gameStorage); } this.CreateUI(); #if DEBUG this.AddSceneBehavior(new DebugSceneBehavior(), SceneBehavior.Order.PreUpdate); #endif }
/// <summary> /// Creates the scene. /// </summary> /// <remarks> /// This method is called before all <see cref="T:WaveEngine.Framework.Entity" /> instances in this instance are initialized. /// </remarks> protected override void CreateScene() { // Allow transparent background this.RenderManager.ClearFlags = ClearFlags.DepthAndStencil; this.gameStorage = Catalog.GetItem<GameStorage>(); this.CreateUI(); #if DEBUG this.AddSceneBehavior(new DebugSceneBehavior(), SceneBehavior.Order.PreUpdate); #endif }
/// <summary> /// Creates the scene. /// </summary> /// <remarks> /// This method is called before all <see cref="T:WaveEngine.Framework.Entity" /> instances in this instance are initialized. /// </remarks> protected override void CreateScene() { Entity camera = new Entity() .AddComponent(new Camera2D() { ClearFlags = ClearFlags.DepthAndStencil, }); EntityManager.Add(camera); this.gameStorage = Catalog.GetItem<GameStorage>(); this.CreateUI(); #if DEBUG this.AddSceneBehavior(new DebugSceneBehavior(), SceneBehavior.Order.PreUpdate); #endif }