示例#1
0
        public Form1()
        {
            //add all the states that will be used
            _system.AddState("splash", new SplashcreenState(_system));
            _system.AddState("title_menu", new TitleMenuState());
            _system.AddState("sprite_test", new DrawSpriteState());
            //select the start state
            //_system.ChangeState("splash");
            _system.ChangeState("title_menu");
            //_system.ChangeState("sprite_test");

            _fastLoop = new FastLoop(GameLoop);
            InitializeComponent();
            _openGLControl.InitializeContexts();

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState     = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }
            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
        }
        public Form1()
        {
            InitializeComponent();
            m_OpenGLControl.InitializeContexts();
            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
            m_TextureManager.LoadTexture("face", "face.tif");
            m_TextureManager.LoadTexture("face_alpha", "face_alpha.tif");

            if (m_FullScreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState     = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }

            // Add all states to be used
            m_System.AddState("splash", new SplashScreenState(m_System));
            m_System.AddState("title_menu", new TitleMenuState());
            m_System.AddState("sprite_test", new DrawSpriteState(m_TextureManager));
            m_System.AddState("new_sprite_test", new TestSpriteClassState(m_TextureManager));

            // Set the start state
            m_System.ChangeState("new_sprite_test");

            m_FastLoop = new FastLoop(GameLoop);
        }
示例#3
0
        public Form1()
        {
            //add all the states that will be used
            _system.AddState("splash", new SplashcreenState(_system));
            _system.AddState("title_menu", new TitleMenuState());
            _system.AddState("sprite_test", new DrawSpriteState());
            //select the start state
            //_system.ChangeState("splash");
            _system.ChangeState("title_menu");
            //_system.ChangeState("sprite_test");

            _fastLoop = new FastLoop(GameLoop);
            InitializeComponent();
            _openGLControl.InitializeContexts();

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }
            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
        }
示例#4
0
文件: Form1.cs 项目: Luyakus/syl
        public Form1()
        {
            _system.AddState("Splash", new SplashScreenState(_system));
            _system.AddState("title_menu", new TitleMenuState());
            _system.AddState("sprite_test", new DrawSpriteState(_textureManger));
            _system.ChangeState("sprite_test");

            // Init DevIl
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState     = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(800, 600);
            }

            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
            _fastloop = new FastLoop(GameLoop);

            _textureManger.LoadTexture("flower", "flower.jpg");
        }
示例#5
0
        public Form1()
        {
            CreateGameStates();
            _system.ChangeState("title_menu");
            _fastLoop = new FastLoop(GameLoop);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            CheckIfFullScreenAndChange();
        }
示例#6
0
        public Form1()
        {
            CreateGameStates();
            _system.ChangeState("title_menu");
            _fastLoop = new FastLoop(GameLoop);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            CheckIfFullScreenAndChange();
        }
示例#7
0
 public Form1()
 {
     // Add all the states that will be used
     _stateSystem.AddState("splash", new SplashScreenState(_stateSystem));
     _fastLoop = new FastLoop(GameLoop);
     InitializeComponent();
     _openGLControl.InitializeContexts();
     if (_fullScreen)
     {
         FormBorderStyle = FormBorderStyle.None;
         WindowState = FormWindowState.Maximized;
     }
 }
示例#8
0
        public Form1()
        {
            InitializeComponent();
            _openGlControl.InitializeContexts();

            //Init DevIl
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);

            //Load textures
            _textureManager.LoadTexture("1", "Image/1.tif");
            _textureManager.LoadTexture("face", "Image/face.tif");
            _textureManager.LoadTexture("face_alpha", "Image/face_alpha.tif");
            _textureManager.LoadTexture("font", "Image/font.tga");

            //states
            _system.AddState("splash", new SplashScreenState(_system));
            _system.AddState("title_menu", new TitleMenuState(_system));
            _system.AddState("sprite_test", new DrawSpriteState(_textureManager));
            _system.AddState("TestRender", new TestSpriteClassState(_textureManager));
            _system.AddState("WaveformGraphState", new WaveformGraphState( ));
            _system.AddState("TextTest", new TextTestState(_textureManager));
            _system.AddState("TextRender", new TextRenderState(_textureManager));
            _system.AddState("SpecialEffect", new SpecialEffectState(_textureManager));
            _system.AddState("Circle", new CircleIntersectionState());

            _system.ChangeState("Circle");

            if (_fullScreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState     = FormWindowState.Maximized;
            }
            else
            {
                ClientSize = new Size(1280, 720);
            }
            Setup2DGraphics(ClientSize.Width, ClientSize.Height);
            _fastLoop = new FastLoop(GameLoop);
        }
示例#9
0
        public Form1()
        {
            _fastLoop = new FastLoop(GameLoop);

            InitializeComponent();
            _openGLControl.InitializeContexts();

            // Initialize DevIL
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);

            //Load textures

            _textureManager.LoadTexture("font", "font.tga");
            _textureManager.LoadTexture("face", "face_alpha.tif");

            if (_fullscreen)
            {
                FormBorderStyle = FormBorderStyle.None;
                WindowState = FormWindowState.Maximized;
            }
            else
                ClientSize = new Size(1280, 720);

            _system.AddState("text_state", new TextTestState(_textureManager));
            _system.AddState("frame_state", new FramesTestState(_textureManager));
            _system.AddState("wrap_state", new TextWrapTest(_textureManager));
            _system.AddState("trig_draw", new WaveformGraphics());
            _system.AddState("special_effect", new SpecialEffectState(_textureManager));
            _system.AddState("circle_state", new CircleIntersectionState(_input));
            _system.AddState("rectangle_state", new RectangleIntersectionState(_input));
            _system.AddState("tween_state", new TweenTestState(_textureManager));
            _system.AddState("matrix_state", new MatrixTestState(_textureManager));

            //start state
            _system.ChangeState("tween_state");
        }