/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen (ScreenManager screenManager,bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds (0.5); // If this is going to be a slow load operation, create a background // thread that will update the network session and draw the load screen // animation while the load is taking place. if (loadingIsSlow) { backgroundThread = new Thread (BackgroundWorkerThread); backgroundThreadExit = new ManualResetEvent (false); graphicsDevice = screenManager.GraphicsDevice; // Look up some services that will be used by the background thread. IServiceProvider services = screenManager.Game.Services; networkSession = (NetworkSession)services.GetService ( typeof(NetworkSession)); messageDisplay = (IMessageDisplay)services.GetService ( typeof(IMessageDisplay)); } }
public CatapultGame () { graphics = new GraphicsDeviceManager (this); //graphics.SynchronizeWithVerticalRetrace = false; Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks (333333); //Create a new instance of the Screen Manager screenManager = new ScreenManager (this); Components.Add (screenManager); Components.Add (new MessageDisplayComponent (this)); Components.Add (new GamerServicesComponent (this)); //Add two new screens screenManager.AddScreen (new BackgroundScreen (), null); screenManager.AddScreen (new MainMenuScreen (), null); // Listen for invite notification events. NetworkSession.InviteAccepted += (sender, e) => NetworkSessionComponent.InviteAccepted (screenManager, e); IsMouseVisible = true; #if !WINDOWS && !XBOX && !MONOMAC && !LINUX //Switch to full screen for best game experience graphics.IsFullScreen = true; #else graphics.PreferredBackBufferHeight = 480; graphics.PreferredBackBufferWidth = 800; #endif AudioManager.Initialize (this); }
/// <summary> /// The main game constructor /// </summary> public MadLabGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 60f); // Setup window Window.Title = "MadLab"; graphics.PreferredBackBufferWidth = GameConstants.X_RESOLUTION; graphics.PreferredBackBufferHeight = GameConstants.Y_RESOLUTION; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); // component for screenManager Components.Add(screenManager); # if(XBOX) Components.Add(new GamerServicesComponent(this)); #endif }
/// <summary> /// Initializes a new instance of the game. /// </summary> public BlackjackGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; screenManager = new ScreenManager(this); screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); Components.Add(screenManager); #if WINDOWS || MACOS || LINUX IsMouseVisible = true; #elif WINDOWS_PHONE || IOS || ANDROID // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #else Components.Add(new GamerServicesComponent(this)); #endif // Initialize sound system AudioManager.Initialize(this); }
public CatapultGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); //Create a new instance of the Screen Manager screenManager = new ScreenManager(this); Components.Add(screenManager); //Switch to full screen for best game experience graphics.IsFullScreen = true; //Add two new screens screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); //Create Chooser and Launcher InitializeChooserAndLauncher(); AudioManager.Initialize(this); InitializePhoneServices(); }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { instance = this; Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); //graphics.PreferredBackBufferWidth = 853; //graphics.PreferredBackBufferHeight = 480; graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; //graphics.IsFullScreen = true; // Create the screen manager component. screenManager = new ScreenManager(this); contentManager = new ContentManager(screenManager.Game.Services, "Content"); SoundManager.contentManager = content; SoundManager.LoadContent(); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); }
public Game1() { // jazyk Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfo("cs-CZ"); this.graphics = new GraphicsDeviceManager(this); // rozmìry okna this.graphics.PreferredBackBufferWidth = 733; this.graphics.PreferredBackBufferHeight = 608; this.Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); this.AddInitialScreens(); }
/// <summary> /// Initializes a new instance of the game. /// </summary> public BlackjackGame() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; screenManager = new ScreenManager(this); screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); Components.Add(screenManager); #if WINDOWS IsMouseVisible = true; #elif WINDOWS_PHONE // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; #else Components.Add(new GamerServicesComponent(this)); #endif // Initialize sound system AudioManager.Initialize(this); #if XBOX graphics.PreferredBackBufferHeight = graphics.GraphicsDevice.DisplayMode.Height; graphics.PreferredBackBufferWidth = graphics.GraphicsDevice.DisplayMode.Width; #elif WINDOWS graphics.PreferredBackBufferHeight = 480; graphics.PreferredBackBufferWidth = 800; #endif }
public static void Load(ScreenManager screenManager, bool loadingIsSlow, params GameScreen[] screensToLoad) { foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); LoadingScreen loadingScreen = new LoadingScreen(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen); }
public static string insertLineBreaks(string post, float maxSize, ScreenManager MyScreenManager) { float maxSizeScaled = maxSize * SpriteDrawer.drawScale.X; string result = ""; string wordToAdd = ""; string tryAdd; foreach (char c in post) { if (c == ' ') { // this char is a white space. word to add contains the next word to add tryAdd = result + (result == "" ? "" : " ") + wordToAdd; if (MyScreenManager.Fonts["tahoma"].MeasureString(tryAdd).X < maxSizeScaled) { result = tryAdd; } else { result += "\n" + wordToAdd; } wordToAdd = ""; } else { // keep building our word wordToAdd += c; } } // add the last word tryAdd = result + (result == "" ? "" : " ") + wordToAdd; if (MyScreenManager.Fonts["tahoma"].MeasureString(tryAdd).X < maxSizeScaled) { result = tryAdd; } else { result += "\n" + wordToAdd; } return result; }
public Game() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.IsFullScreen = true; InitializeLandscapeGraphics(); // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Extend battery life under lock. InactiveSleepTime = TimeSpan.FromSeconds(1); screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); screenManager = new ScreenManager(this); Components.Add(screenManager); Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = true; TargetElapsedTime = TimeSpan.FromTicks(333333); // you can choose whether you want a landscape or portait // game by using one of the two helper functions. // This game only supports Landscape view, both left and right //InitializePortraitGraphics(); InitializeLandscapeGraphics(); graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; // Create the screen manager component. screenManager = new ScreenManager(this); // Note make sure to render in correct order Components.Add(screenManager); // attempt to deserialize the screen manager from disk. if that // fails, we add our default screens. if (!screenManager.DeserializeState()) { // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); } }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); TargetElapsedTime = TimeSpan.FromTicks(333333); #if WINDOWS_PHONE graphics.IsFullScreen = true; // Choose whether you want a landscape or portait game by using one of the two helper functions. InitializeLandscapeGraphics(); // InitializePortraitGraphics(); #endif // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); #if WINDOWS_PHONE // Hook events on the PhoneApplicationService so we're notified of the application's life cycle Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); #else // On Windows and Xbox we just add the initial screens AddInitialScreens(); #endif }
public Game() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; TargetElapsedTime = TimeSpan.FromTicks(333333); graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); screenManager = new ScreenManager(this); Components.Add(screenManager); Microsoft.Phone.Shell.PhoneApplicationService.Current.Launching += new EventHandler<Microsoft.Phone.Shell.LaunchingEventArgs>(GameLaunching); Microsoft.Phone.Shell.PhoneApplicationService.Current.Activated += new EventHandler<Microsoft.Phone.Shell.ActivatedEventArgs>(GameActivated); Microsoft.Phone.Shell.PhoneApplicationService.Current.Deactivated += new EventHandler<Microsoft.Phone.Shell.DeactivatedEventArgs>(GameDeactivated); }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.IsFullScreen = true; TargetElapsedTime = TimeSpan.FromTicks(333333); // you can choose whether you want a landscape or portait // game by using one of the two helper functions. //InitializePortraitGraphics(); InitializeLandscapeGraphics(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // attempt to deserialize the screen manager from disk. if that // fails, we add our default screens. if (!screenManager.DeserializeState()) { // Activate the first screens. screenManager.AddScreen(new MenuBackgroundScreen("mainMenubackground"), null); screenManager.AddScreen(new MainMenuScreen(), null); } }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1024; graphics.PreferredBackBufferHeight = 768; // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen()); screenManager.AddScreen(new MainMenuScreen()); m_kInfoBox = new Utils.InfoBox(this, new Vector2(Window.ClientBounds.Width, Window.ClientBounds.Height - 10)); //Components.Add(m_kInfoBox); IsFixedTimeStep = true; graphics.SynchronizeWithVerticalRetrace = true; // For testing purposes, let's disable fixed time step and vsync. //IsFixedTimeStep = false; //graphics.SynchronizeWithVerticalRetrace = false; }
SpriteBatch spriteBatch; // this is for FPS counter #endregion Fields #region Constructors public GameMain() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "main"; #if XBOX // Create Gamer Service Component SignedInGamer.SignedOut += new EventHandler<SignedOutEventArgs>(SignedInGamer_SignedOut); GamerServicesComponent gamerServiceComp = new GamerServicesComponent(this); Components.Add(gamerServiceComp); #if DEBUG Guide.SimulateTrialMode = true; #endif #endif // Create the screen factory and add it to the Services screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // On Windows and Xbox we just add the initial screens AddInitialScreens(); }
/// <summary> /// Constructs a new input state. /// </summary> public InputHelper(ScreenManager manager) { _currentKeyboardState = new KeyboardState(); _currentGamePadState = new GamePadState(); _currentMouseState = new MouseState(); _currentVirtualState = new GamePadState(); _lastKeyboardState = new KeyboardState(); _lastGamePadState = new GamePadState(); _lastMouseState = new MouseState(); _lastVirtualState = new GamePadState(); _manager = manager; _cursorIsVisible = false; _cursorMoved = false; #if WINDOWS_PHONE _cursorIsValid = false; #else _cursorIsValid = true; #endif _cursor = Vector2.Zero; _handleVirtualStick = false; }
public Game() { _graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; _graphics.PreferredBackBufferWidth = PREFERRED_WIDTH; _graphics.PreferredBackBufferHeight = PREFERRED_HEIGHT; // Krzysztoff has an ancient computer and that's why he needs manual resolution settings // If you are lucky enough to have a more powerful machine, feel free to uncomment the following lines. _graphics.PreparingDeviceSettings += graphics_PreparingDeviceSettings; #if !DEBUG _graphics.IsFullScreen = true; #endif //why was it turned off? IsFixedTimeStep = true; // disable FPS throttling _graphics.SynchronizeWithVerticalRetrace = false; _screenFactory = new ScreenFactory(); Services.AddService(typeof (IScreenFactory), _screenFactory); // Create the screen manager component. _screenManager = new ScreenManager(this); Components.Add(_screenManager); IsMouseVisible = false; AddInitialScreens(); }
private SplashScreenLoading(ScreenManager screenManager, bool loadingIsSlow, MainMenuScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
public Ragdoll(World world, ScreenManager manager, Vector2 position) { CreateBody(world, position); CreateJoints(world); ScreenManager = manager; CreateGFX(); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) : base(false) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; EnabledGestures = GestureType.Tap; // Monogame goes on an infinite loop if I don't do this.. }
/// <summary> /// Constructor. /// </summary> public GameplayScreen(ScreenManager screenmanager) { this.ScreenManager = screenmanager; TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); game = ScreenManager.Game; physics = new PhysicsSimulator(); master = new master(physics, game); camera = new camera(game, (int)((float)this.game.GraphicsDevice.Viewport.Height * simplegui.gui_size)); spritebatch = ScreenManager.SpriteBatch; }
public static void Initialize(ScreenManager screenManager) { var width = screenManager.GraphicsDevice.Viewport.Width; var height = screenManager.GraphicsDevice.Viewport.Height; HalfScreenWidth = ScreenWidth / 2f; HalfScreenHeight = ScreenHeight / 2f; ScreenCenter = new Vector2(HalfScreenWidth,HalfScreenHeight); FloorPosition = new Vector2(0, ScreenHeight * 0.875f); // = 7/8 FloorSize = new Vector2(ScreenWidth,ScreenHeight - FloorPosition.Y); WorldWidth = (ScreenWidth / Scale) * 2f; }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; rnd = new Random(); randInt = rnd.Next(3); // 0 to 2 TransitionOnTime = TimeSpan.FromSeconds(0.5); }
public static void Load(ScreenManager screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params MainMenuScreen[] screensToLoad) { foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); SplashScreenLoading splashScreenLoading = new SplashScreenLoading(screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(splashScreenLoading, controllingPlayer); }
private void AddCustomComponents() { screenManager = new ScreenManager(this); Components.Add(screenManager); Components.Add(new VideoCaptureComponent(this)); Components.Add(new AugmentedRealityComponent(this)); Components.Add(new ArResultComponent(this)); Components.Add(new PositionerComponent(this)); Services.AddService(typeof(IConfigurationService), config); }
/// <summary> /// The constructor is private: external callers should use the Create method. /// </summary> NetworkSessionComponent (ScreenManager screenManager, NetworkSession networkSession) : base(screenManager.Game) { this.screenManager = screenManager; this.networkSession = networkSession; // Hook up our session event handlers. networkSession.GamerJoined += GamerJoined; networkSession.GamerLeft += GamerLeft; networkSession.SessionEnded += NetworkSessionEnded; }
/// <summary> /// Creates a new NetworkSessionComponent. /// </summary> public static void Create (ScreenManager screenManager, NetworkSession networkSession) { Game game = screenManager.Game; // Register this network session as a service. game.Services.AddService (typeof(NetworkSession), networkSession); // Create a NetworkSessionComponent, and add it to the Game. game.Components.Add (new NetworkSessionComponent (screenManager, networkSession)); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void OptionsMenuEntrySelected(object sender, EventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen()); }
/// <summary> /// Draws the pause menu screen. This darkens down the gameplay screen /// that is underneath us, and then chains to the base MenuScreen.Draw. /// </summary> public override void Draw(GameTime gameTime) { ScreenManager.FadeBackBufferToBlack(TransitionAlpha * 2 / 3); base.Draw(gameTime); }
/// <summary> /// Event handler for when the Options menu entry is selected. /// </summary> void LyircMenuEntrySelected(object sender, PlayerIndexEventArgs e) { ScreenManager.AddScreen(new OptionsMenuScreen(), e.PlayerIndex); }
/// <summary> /// Lets the game respond to player input. Unlike the Update method, /// this will only be called when the gameplay screen is active. /// </summary> public override void HandleInput(InputState input) { // Check if the user's input is null and throw an exception if it is if (input == null) { throw new ArgumentNullException("input"); } // Look up inputs for the active player profile KeyboardState keyboardState = input.CurrentKeyboardStates; // Checks to see if the user hit the pause button (esc) if (input.IsPauseGame()) { // Add a new screen on top of our current screen to display the pause menu ScreenManager.AddScreen(new PauseMenuScreen()); } // Check to see if our menu selection key was hit (Z) if (input.IsMenuSelect()) { // Check to see if the player already has the move they are on in the selection screen equipped if (PlayerInfo.Moves.Contains(selectedMove)) { // Get the index of this move and remove it from the player's currently equipped moves int index = Array.IndexOf(PlayerInfo.Moves, selectedMove); PlayerInfo.Moves[index] = -1; } // Otherwise, if there is an open slot for equipping a new move else if (PlayerInfo.Moves.Contains(-1)) { // Get the index of the open slot and fill it with the new selected index int index = Array.IndexOf(PlayerInfo.Moves, -1); PlayerInfo.Moves[index] = selectedMove; } } // Check to see if the start button (enter) was pressed and if the player has any moves equipped (I.E anything with an index greater than -1) if (input.IsStartButton() && Array.Exists(PlayerInfo.Moves, selectedMove => selectedMove > -1)) { // Load the next match LoadingScreen.Load(ScreenManager, false, new MatchupInfoScreen()); } // Check to see if the up arrow key was hit if (input.IsMenuUp()) { // Decrement the selected move selectedMove--; // Wrap the selected move around if the user goes beyond the minimum moves if (selectedMove < 0) { selectedMove = maxMoves - 1; } } // Check to see if the down arrow key was hit if (input.IsMenuDown()) { // Increment the selected move selectedMove++; // Wrap back around if the player goes beyond the maximum amount of moves if (selectedMove >= maxMoves) { selectedMove = 0; } } }