/// <param name="closeOnFocus">Should this state close when the game receives input focus?</param> public PauseState(GameStateManager manager) : base(manager) { var viewport = new Viewport(0, 0, manager.GameWindow.Width, manager.GameWindow.Height); _tessellator = new VertexBufferTessellator() { Mode = VertexTessellatorMode.Render }; _hudCamera = Camera.CreateOrthographicCamera(viewport); _hudCamera.Projection.OrthographicSize = viewport.Height / 2; }
public GameState(GameStateManager manager) : base(manager.GameWindow) { Manager = manager; IsUpdateable = true; IsRenderable = true; }
public LoadWorldGameState(GameStateManager manager) : base(manager) { var viewport = new Viewport(0, 0, manager.GameWindow.Width, manager.GameWindow.Height); _hudCamera = Camera.CreateOrthographicCamera(viewport); _hudCamera.Projection.OrthographicSize = viewport.Height / 2; _tessellator = new VertexBufferTessellator() { Mode = VertexTessellatorMode.Render }; _progressMessages = new ConcurrentStack<string>(); }
public BasicGameWindow(int width, int height, string title, Icon icon, string contentRootPath) : base(width, height, new GraphicsMode(new ColorFormat(32), 1, 0, 4, new ColorFormat(32), 2), title) { Icon = icon; Content = new ContentManager(contentRootPath); States = new GameStateManager(this, Content); InputManager.Initialize(this); Load += BasicGameWindow_Load; Resize += BasicGameWindow_Resize; UpdateFrame += BasicGameWindow_UpdateFrame; RenderFrame += BasicGameWindow_RenderFrame; }
public GameplayState(GameStateManager manager, Level level) : base(manager) { var viewport = new Viewport(0, 0, manager.GameWindow.Width, manager.GameWindow.Height); _frameCount = 0; _totalGameTime = TimeSpan.Zero; _timer = Stopwatch.StartNew(); _worldManager = new WorldManager(viewport, level); _uiManager = new UIManager(manager.GameWindow, viewport, _worldManager); _tessellator = new VertexBufferTessellator() { Mode = VertexTessellatorMode.Render }; }