public MainPage(GameManager gameManager) { Window.Current.VisibilityChanged += CurrentOnVisibilityChanged; Window.Current.SizeChanged += WindowSizeChanged; InitializeComponent(); ResizeAll(new Size(Window.Current.Bounds.Width, Window.Current.Bounds.Height)); _buttonsDictionary = new Dictionary<InputType, Border> { {InputType.Space, SpaceButton}, {InputType.Up, UpArrowButton}, {InputType.Down, DownArrowButton}, {InputType.Left, LeftArrowButton}, {InputType.Right, RightArrowButton}, {InputType.Pause, MenuButton} }; _buttonsLastColors = new Dictionary<Border, Color> { {SpaceButton, Colors.White}, {UpArrowButton, Colors.White}, {DownArrowButton, Colors.White}, {LeftArrowButton, Colors.White}, {RightArrowButton, Colors.White}, {MenuButton, Colors.White} }; _gameManager = gameManager; }
protected override void OnLaunched(LaunchActivatedEventArgs args) { if (args.PreviousExecutionState == ApplicationExecutionState.Terminated) { //TODO: Load state from previously suspended application } // Create Game Manager _gameManager = new GameManager(); // Place the frame in the current Window and ensure that it is active _mainPage = new MainPage(_gameManager); Window.Current.Content = _mainPage; Window.Current.Activate(); // Safely dispose any previous instance // Creates a new DeviceManager (Direct3D, Direct2D, DirectWrite, WIC) _deviceManager = new DeviceManager(); // New CubeRenderer _renderer = new Renderer(_gameManager); // var fpsRenderer = new FpsRenderer(); // Use CoreWindowTarget as the rendering target (Initialize SwapChain, RenderTargetView, DepthStencilView, BitmapTarget) _target = new SwapChainBackgroundPanelTarget(_mainPage); // Add Initializer to device manager _deviceManager.OnInitialize += _target.Initialize; _deviceManager.OnInitialize += _renderer.Initialize; // _deviceManager.OnInitialize += fpsRenderer.Initialize; // Render the cube within the CoreWindow _target.OnRender += _renderer.Render; // _target.OnRender += fpsRenderer.Render; // Initialize the device manager and all registered deviceManager.OnInitialize _deviceManager.Initialize(DisplayProperties.LogicalDpi); // Setup rendering callback CompositionTarget.Rendering += CompositionTargetRendering; // Callback on DpiChanged DisplayProperties.LogicalDpiChanged += DisplayPropertiesLogicalDpiChanged; // Create colors which will be use in all games. GamesParams.CreateColors(_deviceManager); // Create Game Manager _gameManager.Create(_mainPage, _renderer); // And start first game _gameManager.StartSession(); }
protected BaseGame(GameManager gameManager, float gameMaxTime) { _gameManager = gameManager; _gameMaxTime = gameMaxTime; _gameTime = 0; }
public Renderer(GameManager gameManager) { _gameManager = gameManager; Show = true; }