public Bus(Game game, GraphicsDeviceManager graphics, Vector2 location) : base(game, graphics, "content/bus", true) { this.mLocation = location; }
/// <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 override void Update(GraphicsDeviceManager graphics, float elapsed) { //if (collisionBox.position != ) { mario.MarioVel_X = 0; mario.MarioVel_Y += 5*elapsed/100; //} }
public void ResetCamera(Vector2 position, Vector2 origin, float rotation, Vector2 scale, GraphicsDeviceManager graphics) { Rotation = rotation; ResetScreenScale(graphics, scale); Position = position; Bounds = graphics.GraphicsDevice.Viewport.Bounds; }
/// <summary> /// Initializes io2GameLib /// </summary> public Io2GameLibGame() { // Regular initialization stuff Content.RootDirectory = "Content"; Graphics = new GraphicsDeviceManager(this); Graphics.IsFullScreen = true; // Extend battery life under lock. // InactiveSleepTime = TimeSpan.FromSeconds(1); // CRASH on WIN8 // Create the settings object Settings = new GameLibSettings(); // Create the screenmanager ScreenManager = new ScreenManager(this); Components.Add(ScreenManager); // Add the default background screen ScreenManager.AddScreen(new BackgroundScreen()); // Let the user get a change to initialize there own services InitializeServices(); // Register the default services RegisterDefaultServices(); // An old construct still alive Io2GameLibGame.instance = this; }
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(); }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.DeviceCreated += new EventHandler<EventArgs>(graphics_DeviceCreated); // graphics.ApplyChanges(); Content.RootDirectory = "Content"; // if (graphics.GraphicsDevice == null) // { // CCLog.Log("FOO"); // } graphics.IsFullScreen = false; // Frame rate is 30 fps by default for Windows Phone. // Divide by 2 to make it 60 fps TargetElapsedTime = TimeSpan.FromTicks(333333 / 2); IsFixedTimeStep = true; IsMouseVisible = true; // Extend battery life under lock. //InactiveSleepTime = TimeSpan.FromSeconds(1); CCApplication application = new AppDelegate(this, graphics); Components.Add(application); #if !WINDOWS_PHONE && !XBOX && !WINDOWS GamerServicesComponent component = new GamerServicesComponent(this); this.Components.Add(component); #endif }
public AppDelegate(Game game, GraphicsDeviceManager graphics) : base(game, graphics) { this.game = game; CCApplication.sm_pSharedApplication = this; this.setOrientation(Orientation.kOrientationLandscapeLeft); }
public static void Initialize(ref GraphicsDeviceManager graphics) { GraphicsHandler.graphics = graphics; graphics.PreferredBackBufferWidth = (int)GameOptions.Resolution.X; graphics.PreferredBackBufferHeight = (int)GameOptions.Resolution.Y; graphics.ApplyChanges(); }
public static void panToCharacter(Character character, Camera camera, Map map, GraphicsDeviceManager graphics, int panSeconds=1) { // camera starts at P1. Camera moves a distance equal to the differencce between the camera's center at P1 and the chracter given. //get the current camera position and center. float ViewSizeX = graphics.GraphicsDevice.Viewport.Width; // width of the current game viewport float ViewSizeY = graphics.GraphicsDevice.Viewport.Height; // height of the current game viewport Vector2 originalCameraPosition = camera.cameraLocation; //record the original position of the camera Vector2 originalCameraCenter = new Vector2(originalCameraPosition.X + ViewSizeX/2, originalCameraPosition.Y + ViewSizeY/2); int originalCharPosX = (int)character.position.X; int originalCharPosY = (int)character.position.Y; Tile OriginalCharTile = map.tiles[originalCharPosX, originalCharPosY];// character.position; int originalCharPosPixX = ((originalCharPosX * (Tile.width)) + ((originalCharPosY - 1) * (Tile.width / 2)) + (int)camera.cameraLocation.X); int originalCharPosPixY = ((originalCharPosY * (Tile.height / 2)) + (int)camera.cameraLocation.Y); Vector2 originalCharPosPix = new Vector2(originalCharPosPixX,originalCharPosPixY); //camera change equal to the difference in the camera center at p1 and the character's initial position Vector2 transformVector = originalCameraCenter - originalCharPosPix; //move the camera such that it reaches its final destination in panSeconds seconds //calculate pixels to move and sleep time such that the camera moves a distance x in panSeconds seconds panCameraToLocation(camera, transformVector); //camera.cameraLocation = transformVector; }
public GameBase(Orientation orientation) : base() { _instance = this; GraphicsDeviceManager graphics = new GraphicsDeviceManager(this); if (orientation == Orientation.Portrait) { graphics.SupportedOrientations = DisplayOrientation.Portrait | DisplayOrientation.PortraitDown; } else { graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight; } graphics.IsFullScreen = true; Content.RootDirectory = "Content"; GlobalTimerController.ClearInstance(); TouchProcessor.ClearInstance(); _scenes = new Dictionary<Type, Scene>(); _currentScene = null; _tombstoneFileName = DefaultTombstoneFileName; _sceneTransitionCrossFadeTextureName = ""; PurchaseManager = new External_APIS.iOS.InAppPurchaseManager(); }
/// <summary> /// Initializes game & graphics based on config. /// </summary> /// <param name="game"></param> /// <param name="graphicsDeviceManager"></param> public void Initialize(Game game, GraphicsDeviceManager graphicsDeviceManager) { this.Game = game; this.GraphicsDeviceManager = graphicsDeviceManager; // set custom resolution if required if (this.Config.Screen.Width != 0 && this.Config.Screen.Height != 0) { this.GraphicsDeviceManager.PreferredBackBufferWidth = this.Config.Screen.Width; this.GraphicsDeviceManager.PreferredBackBufferHeight = this.Config.Screen.Height; } // set full screen mode. this.GraphicsDeviceManager.IsFullScreen = this.Config.Screen.IsFullScreen; // set vsync. this.Game.IsFixedTimeStep = this.Config.Graphics.IsFixedTimeStep; this.GraphicsDeviceManager.SynchronizeWithVerticalRetrace = this.Config.Graphics.IsVsyncEnabled; // set mouse mode. this.Game.IsMouseVisible = this.Config.Input.IsMouseVisible; // set orientation. this.GraphicsDeviceManager.SupportedOrientations = this.Config.Screen.SupportedOrientations; this.Initialize(); this.GraphicsDeviceManager.ApplyChanges(); }
/// <summary> /// Default constructor for the WizardryGameServer class. /// </summary> public WizardryGameServer() { graphics = new GraphicsDeviceManager( this ); Content.RootDirectory = "Content"; textureProvider = new TextureProvider( Content ); // Windows Settings for the XNA window Window.Title = "Wizardry Server"; graphics.PreferredBackBufferWidth = 200; graphics.PreferredBackBufferHeight = 1; // Set up the lobbies list lobbies = new GameLobby[GameSettings.MAX_LOBBIES]; for ( int i = 0; i < GameSettings.MAX_LOBBIES; ++i ) { lobbies[i] = null; } playerLobbies = new ConcurrentDictionary<long, int>(); // Setup the server configuration NetPeerConfiguration config = new NetPeerConfiguration( GameSettings.APP_NAME ); config.Port = GameSettings.SERVER_PORT_NUM; config.EnableMessageType( NetIncomingMessageType.DiscoveryRequest ); // Start the server server = new NetServer( config ); server.Start(); WriteConsoleMessage( "Server starting!" ); // Start the Packet Receiver thread Thread packets = new Thread( new ThreadStart( this.PacketProcessor ) ); packets.Start(); }
public static void SetResolution(GraphicsDeviceManager graphics, int x, int y) { ResX = x; ResY = y; graphics.PreferredBackBufferHeight = y; graphics.PreferredBackBufferWidth = x; }
/// <summary> /// Initializes a new instance of the BallerburgGame class /// </summary> public BallerburgGame() { Instance = this; gameSettings = new GameSettings(); playerSettings = new PlayerSettings[4]; applicationSettings = new ApplicationSettings(); graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 640, PreferredBackBufferHeight = 480 }; graphicsManager = new BallerburgGraphicsManager(); contentManager = new ContentManager(); shaderManager = new ShaderManager(); audioManager = new AudioManager(applicationSettings, contentManager); gameObjectManager = new GameObjectManager(contentManager, this.audioManager, this.graphicsManager); MousePointer = new MousePointer(this) { DrawOrder = 1000, RestrictZone = new Rectangle(0, 0, 640, 480) }; Components.Add(MousePointer); // Create the screen manager component. screenManager = new ScreenManager(graphicsManager, contentManager, gameObjectManager, applicationSettings, gameSettings, shaderManager, audioManager, playerSettings) { GameMousePointer = MousePointer }; }
public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); //TargetElapsedTime = TimeSpan.FromTicks(333333); TargetElapsedTime = TimeSpan.FromTicks(333); #if WINDOWS_PHONE graphics.IsFullScreen = true; InitializeLandscapeGraphics(); #endif screenFactory = new ScreenFactory(); Services.AddService(typeof(IScreenFactory), screenFactory); screenManager = new ScreenManager(this); Components.Add(screenManager); #if WINDOWS_PHONE // hook 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 AddInitialScreens(); #endif gameMusic = Content.Load<SoundEffect>("sounds/GamePlayHalfBit"); gameMusicI = gameMusic.CreateInstance(); gameMusicI.IsLooped = true; gameMusicI.Play(); }
public FarseerPhysicsGame() { Window.Title = "Farseer Samples Framework"; _graphics = new GraphicsDeviceManager(this); _graphics.PreferMultiSampling = true; #if WINDOWS || XBOX _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; ConvertUnits.SetDisplayUnitToSimUnitRatio(24f); IsFixedTimeStep = true; #elif WINDOWS_PHONE _graphics.PreferredBackBufferWidth = 800; _graphics.PreferredBackBufferHeight = 480; ConvertUnits.SetDisplayUnitToSimUnitRatio(16f); IsFixedTimeStep = false; #endif #if WINDOWS _graphics.IsFullScreen = false; #elif XBOX || WINDOWS_PHONE _graphics.IsFullScreen = true; #endif Content.RootDirectory = "Content"; //new-up components and add to Game.Components ScreenManager = new ScreenManager(this); Components.Add(ScreenManager); FrameRateCounter frameRateCounter = new FrameRateCounter(ScreenManager); frameRateCounter.DrawOrder = 101; Components.Add(frameRateCounter); }
public void Initialize(StateInitDesc initDesc) { Kernel = initDesc.Kernel; _dataContent = initDesc.DataContent; _archiveManager = initDesc.ArchiveManager; _graphics = initDesc.GraphicsDevice; _input = initDesc.Input; _stateChange = initDesc.StateChange; _shader = new KingdomShader(initDesc.ContentManager); _camera = new Camera() { CameraPosition = new Vector3(0, 251, -920), CameraRotationYawPitchRoll = new Vector3(-90, 0, -10), }; _menuState = new MenuState(this); Kernel.World = initDesc.StateSettings.GetInt("WorldId", Kernel.World); Kernel.Area = initDesc.StateSettings.GetInt("PlaceId", Kernel.Area); Kernel.Entrance = initDesc.StateSettings.GetInt("SpawnId", Kernel.Entrance); Field = new Kh2Field( Kernel, _camera, initDesc.StateSettings, _graphics.GraphicsDevice, _shader, _input); BasicallyForceToReloadEverything(); _menuState.Initialize(initDesc); }
public State(ContentManager content, GraphicsDeviceManager graphics, Player player) { _content = content; _graphics = graphics; _player = player; _firstFrame = true; }
public Vector3 ResetScreenScale(GraphicsDeviceManager graphics, Vector2 screenScale) { var scaleX = (float)graphics.GraphicsDevice.Viewport.Width / screenScale.X; var scaleY = (float)graphics.GraphicsDevice.Viewport.Height / screenScale.Y; Scale = new Vector3(scaleX, scaleY, 1.0f); return Scale; }
public MonoGameImpl() { _graphics = new GraphicsDeviceManager(this); _graphics.PreferredBackBufferWidth = 1280; _graphics.PreferredBackBufferHeight = 720; Content.RootDirectory = "Content"; }
public Alligator(Game game, GraphicsDeviceManager graphics, Vector2 location) : base(game, graphics, "content/alligator", true) { this.mLocation = location; }
public static void Initialize(Game game, GraphicsDeviceManager graphics) { GlobalContent.game = game; GlobalContent.graphics = graphics; GlobalContent.content = game.Content; GlobalContent.Initialized = true; }
public CircularGame() { Window.Title = "Circular"; _graphics = new GraphicsDeviceManager ( this ) { PreferMultiSampling = true, PreferredBackBufferWidth = 1280, PreferredBackBufferHeight = 720 }; #if WINDOWS || XBOX ConvertUnits.SetDisplayUnitToSimUnitRatio ( 24f ); IsFixedTimeStep = true; #elif WINDOWS_PHONE _graphics.PreferredBackBufferWidth = 800; _graphics.PreferredBackBufferHeight = 480; ConvertUnits.SetDisplayUnitToSimUnitRatio(16f); IsFixedTimeStep = false; #endif #if WINDOWS _graphics.IsFullScreen = false; #elif XBOX || WINDOWS_PHONE _graphics.IsFullScreen = true; #endif Content.RootDirectory = "Content"; //new-up components and add to Game.Components ScreenManager = new ScreenManager ( this ); Components.Add ( ScreenManager ); var frameRateCounter = new FPSComponent ( ScreenManager ) { DrawOrder = 101 }; Components.Add ( frameRateCounter ); }
public Camera2D(GraphicsDeviceManager graphics, Vector2 lookAt, float zoomLevel) { screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2.0f, graphics.GraphicsDevice.Viewport.Height / 2.0f); this.lookAt = lookAt; this.zoomLevel = zoomLevel; this.zoomOrigin = screenCenter; }
public Game1() { graphics = new GraphicsDeviceManager(this); //#if MACOS // Content.RootDirectory = "AngryNinjas/Content"; //#else Content.RootDirectory = "Content"; //#endif // //#if XBOX || OUYA // graphics.IsFullScreen = true; //#else graphics.IsFullScreen = false; //#endif // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333 / 2); // Extend battery life under lock. //InactiveSleepTime = TimeSpan.FromSeconds(1); CCApplication application = new AppDelegate(this, graphics); Components.Add(application); //#if XBOX || OUYA // CCDirector.SharedDirector.GamePadEnabled = true; // application.GamePadButtonUpdate += new CCGamePadButtonDelegate(application_GamePadButtonUpdate); //#endif }
public FormManager(GraphicsDeviceManager _graphics, Game _game, Manager _manager) { this.graphics = _graphics; this.parent = _game; manager = _manager; }
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); }
public GDGameScreen(MainGame game, GraphicsDeviceManager gdm, LevelFile bp, FractionDifficulty diff) : base(game, gdm) { blueprint = bp; difficulty = diff; Initialize(); }
protected MonoSAMGame() { CurrentTime = new GameTime(); Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
public Main() { Options = new Options(); Graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = (int) Preferences.BackBuffer.X, PreferredBackBufferHeight = (int) Preferences.BackBuffer.Y, }; IsFixedTimeStep = true; TargetElapsedTime = new TimeSpan(0, 0, 0, 0, (int) Preferences.TargetElapsedTimeMs); Content.RootDirectory = "Content"; Window.AllowUserResizing = false; if (Preferences.Target == Core.Utilities.Setting.Xbox360) Components.Add(new GamerServicesComponent(this)); Instance = this; LevelsFactory = new LevelsFactory(); MusicController = new XACTMusicController(); NewsController = new NewsController(); SaveGameController = new SaveGameController(); CheatsController = new CheatsController(); Boot = BootSequence.Initial; Activated += new EventHandler<EventArgs>(DoWindowsFocusGained); Deactivated += new EventHandler<EventArgs>(DoWindowsFocusLost); }
static Jypeli.JypeliWindow UglyHackToInstantiateJypeliWindow(XNA_Window gwin, XNA_GDM gdm) { ConstructorInfo jpwCtr = typeof(Jypeli.JypeliWindow).GetConstructor( BindingFlags.NonPublic | BindingFlags.Instance, null, new Type[] { typeof(XNA_Window), typeof(XNA_GDM) }, null); Jypeli.JypeliWindow jpw = (Jypeli.JypeliWindow)(jpwCtr.Invoke(new object[] { gwin, gdm })); return(jpw); }
public XNARenderSystemProvider() { _game = new XNAGame(); _gdManager = new XNA.GraphicsDeviceManager(_game); _gdManager.GraphicsProfile = XFG.GraphicsProfile.HiDef; _gdManager.ApplyChanges(); _renderer = new XNARenderer(_gdManager.GraphicsDevice); _device = _renderer.GraphicsDevice; _content = new ContentManager(new EmbeddedResourceLocator(Tesla.Xna.DefaultContent.ResourceManager)); _content.UseDefaultContent = false; }
internal XNASwapChainImplementation(XNA.GraphicsDeviceManager gdManager, IntPtr windowHandle, PresentationParameters presentParams) { _gdManager = gdManager; _graphicsDevice = gdManager.GraphicsDevice; _windowHandle = windowHandle; _presentParams = presentParams; _pp = new XFG.PresentationParameters(); _pp.DeviceWindowHandle = windowHandle; _pp.IsFullScreen = false; _pp.DisplayOrientation = XNA.DisplayOrientation.Default; SetXNAPresentationParameters(presentParams); _graphicsDevice.Reset(_pp); }
public static void Initialize(GDM gdm, GD gd, CM cm, SB sb) { G.gdm = gdm; G.gd = gd; G.cm = cm; G.sb = sb; w = gdm.PreferredBackBufferWidth = 1024; h = gdm.PreferredBackBufferHeight = 768; gdm.ApplyChanges(); leftVp = new Viewport(0, 0, G.w / 2, G.h); rightVp = new Viewport(G.w / 2, 0, G.w / 2, G.h); screenVp = new Viewport(0, 0, G.w, G.h); }
public Engine() { this.graphics = new Microsoft.Xna.Framework.GraphicsDeviceManager(this); /*the first this is used because the "graphics" variable is outside the scope of method Engine() ,So we need to * get the variable which will be present in the object of this class...So we use "this" keyword to get it. * The 2nd this is the parameter passed to the constructor of class GraphicsDeviceManager which takes as its argument * the game to which the graphics device manager should be associated with. We know that it will be associated to the * object of this class...SO we use "this" again. */ this.content = new Microsoft.Xna.Framework.Content.ContentManager(this.Services); //this.spriteBatch = new Microsoft.Xna.Framework.Graphics.SpriteBatch(this.graphics.GraphicsDevice); //this.box = new mygame.Graphics.Image[Max_Obj]; //this.Initialize(); }
internal static void Initialize(Microsoft.Xna.Framework.GraphicsDeviceManager graphics, bool goFullscreen) { Width = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; Height = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; if (!goFullscreen) { Width -= 20; Height -= 80; } graphics.PreferredBackBufferWidth = Width; graphics.PreferredBackBufferHeight = Height; graphics.IsFullScreen = goFullscreen; ScreenRect = new Rectangle(0, 0, Width, Height); }
public void Update(Microsoft.Xna.Framework.GraphicsDeviceManager graphics, Microsoft.Xna.Framework.Graphics.GraphicsDevice graphicsDevice, Microsoft.Xna.Framework.GameTime gameTime) { if (lastElapsedGameTime + 100 < gameTime.TotalGameTime.TotalMilliseconds) { lastElapsedGameTime = gameTime.TotalGameTime.TotalMilliseconds; int elapsedGameTime = gameTime.ElapsedGameTime.Milliseconds; bool cameraPositionChanged = false; Vector2 position = _controllerService.GetJoystickRightStickPosition(); if (position.X != lastPosition.X || position.Y != lastPosition.Y) { cameraPositionChanged = true; // Changement total en 2 secondes //_cameraXAxis += position.X / 600 * elapsedGameTime * MAX_CAMERA_POSITION; //if(_cameraXAxis > MAX_CAMERA_POSITION) //{ // _cameraXAxis = MAX_CAMERA_POSITION; //} //if (_cameraXAxis < MIN_CAMERA_POSITION) //{ // _cameraXAxis = MIN_CAMERA_POSITION; //} //_cameraYAxis += position.Y / 600 * elapsedGameTime * MAX_CAMERA_POSITION; //if (_cameraYAxis > MAX_CAMERA_POSITION) //{ // _cameraYAxis = MAX_CAMERA_POSITION; //} //if (_cameraYAxis < MIN_CAMERA_POSITION) //{ // _cameraYAxis = MIN_CAMERA_POSITION; //} } if (position.X != lastPosition.X || position.Y != lastPosition.Y) { lastPosition.X = position.X; lastPosition.Y = position.Y; _networkService.SendMessage("CAMERA_POS" + "|" + Math.Round(position.X * 100, 0).ToString() + "|" + Math.Round(position.Y * 100, 0).ToString()); //_networkService.SendMessage("CAMERA_POS" + "|" + Math.Round(_cameraXAxis, 0).ToString() + "|" + Math.Round(_cameraYAxis, 0).ToString()); } } }
private static void TryToSwitchAntialiasingOn() { // The GDM creates the graphicsdevices for windows to draw. Gain access to it. XNA_GDM gdm = UglyHackToGetGraphicsDeviceManagerWithReflection(); gdm.PreferMultiSampling = true; gdm.ApplyChanges(); // Ok, now lets switch the Jypeli.Game.Window before anyone noitices! XNA_Window gwin = UglyHackToGetXNAGAmeWindowWithReflection(VRPGame.Window); Jypeli.JypeliWindow antialiasedWindow = UglyHackToInstantiateJypeliWindow(gwin, gdm); UglyHackToSwitchJypeliWindowWithReflection(antialiasedWindow); // TODO: If everything else works do this e.g. with more reflection // http://stackoverflow.com/questions/660480/determine-list-of-event-handlers-bound-to-event //Window.Resizing += new JypeliWindow.ResizeEvent( WindowResized ); //Window.Resized += new JypeliWindow.ResizeEvent( WindowResized ); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager g, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.GraphicsDevice.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // sp.Draw(background, new Rectangle(0, 0, g.PreferredBackBufferWidth, g.PreferredBackBufferHeight), Color.White); // sp.DrawString(font, "Highscore", new Vector2(20, 20), Color.Black); /// <summary> /// Draws all the Lines necessary for the table to be displayed /// </summary> int index = 0; foreach (Rectangle line in lines) { sp.Draw(lineTexture, lines[index], Color.OrangeRed); index++; } int offsetX = (int)Math.Round((double)g.PreferredBackBufferWidth * 0.020); int offsetY = (int)Math.Round((double)g.PreferredBackBufferHeight * 0.020); /// <summary> /// Draws the linenumbers onto the table /// </summary> for (int i = 0; i < 10; i++) { switch (i) { case 0: { sp.DrawString(GameSpecs.scoreFont, (i + 1).ToString(), new Vector2(lines[i].X + offsetX, lines[i].Y - (int)(offsetY * 10)), Color.OrangeRed); break; } case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9: { sp.DrawString(font, (i + 1).ToString(), new Vector2(lines[i - 1].X + offsetX, lines[i - 1].Y + offsetY), Color.OrangeRed); break; } } } ///<summary> /// Writes the Highscores into the table ///</summary> int[] scores = scoreValues.ToArray(); for (int i = 0; i < 10; i++) { if (i == 0) { sp.DrawString(GameSpecs.scoreFont, scores[i].ToString(), new Vector2(lines[i].X + offsetX * 20, lines[i].Y + (int)(offsetY - offsetY * 11)), Color.OrangeRed); } else { sp.DrawString(font, scores[i].ToString(), new Vector2(lines[i - 1].X + offsetX * 4, lines[i - 1].Y + offsetY), Color.OrangeRed); } } // Draw the Button(s) foreach (Button btn in bl) { sp.Draw(btn.Texture, new Rectangle((int)btn.Position.X, (int)btn.Position.Y, btn.SourceRectangle.Width, btn.SourceRectangle.Height), Color.White); } List <int> dimensions = Extension.CalculateDimensionsInPixel(ref g); int pictureWidth = 0; int pictureHeight = 0; if (g.GraphicsDevice.DisplayMode.Height < 1080) { pictureHeight = 150; pictureWidth = 150; } else { pictureHeight = 200; pictureWidth = 200; } // Draws the picture of the leader of the highscore-ladder to the screen sp.Draw(player_picture_frame, new Rectangle((dimensions[6] + dimensions[9]) - 15, dimensions[4] - 15, pictureWidth + 30, pictureHeight + 30), Color.White); sp.Draw(leader_picture, new Rectangle(dimensions[6] + dimensions[9], dimensions[4], pictureWidth, pictureHeight), Color.White); sp.End(); }
/// <summary> /// Required method for Designer support - do not modify /// the contents of this method with the code editor. /// </summary> private void InitializeComponent() { // // Graphics // #if NETFX_CORE graphics = new Microsoft.Xna.Framework.GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += PreparingDeviceSettingsHandler; #endif // Determine if HiDef is supported. // Find the default adapter and check if it supports Reach and Hidef. // TODO (****) What do we do if Reach isn't supported??? foreach (GraphicsAdapter ga in GraphicsAdapter.Adapters) { #if NETFX_CORE Debug.Assert(false, "Waiting on MG"); // Assume Reach for now. hwSupportsReach = true; break; #else if (ga.IsDefaultAdapter) { if (ga.IsProfileSupported(GraphicsProfile.Reach)) { hwSupportsReach = true; } if (ga.IsProfileSupported(GraphicsProfile.HiDef)) { hwSupportsHiDef = true; } break; } #endif } // Set HiDef iff HW supports AND user doesn't prefer Reach. hidef = false; if (hwSupportsHiDef && !BokuSettings.Settings.PreferReach) { hidef = true; } else { BokuSettings.ConstrainToReach(); } Debug.Assert(false, "Should we even be here?"); // Select right profile. graphics.GraphicsProfile = BokuGame.HiDefProfile ? GraphicsProfile.HiDef : GraphicsProfile.Reach; //graphics.PreferredBackBufferFormat = SurfaceFormat.Color; graphics.PreferredDepthStencilFormat = DepthFormat.Depth24Stencil8; #if NETFX_CORE // For Win8 always force fullscreen and use full device resolution. graphics.IsFullScreen = BokuSettings.Settings.FullScreen = true; BokuSettings.Settings.ResolutionX = graphics.PreferredBackBufferWidth; BokuSettings.Settings.ResolutionY = graphics.PreferredBackBufferHeight; #endif // <<<<<<<<<<<<<<<<<<<<<<<<<<<<<< FULL SCREEN WINDOWED MODE FIX #if !NETFX_CORE // Always start windowed. graphics.IsFullScreen = false; #endif // FULL SCREEN WINDOWED MODE FIX >>>>>>>>>>>>>>>>>>>>>>>>>>>>> graphics.SynchronizeWithVerticalRetrace = syncRefresh; graphics.PreferMultiSampling = BokuSettings.Settings.AntiAlias; // // Game // #if NETFX_CORE IsFixedTimeStep = false; Window.AllowUserResizing = false; #endif IsMouseVisible = true; } // end of BokuGame InitializeComponent()
//private static readonly ILog log = LogManager.GetLogger( typeof( Game1 ) ); public Game1() { graphics = new MXF.GraphicsDeviceManager(this); Content.RootDirectory = "Content"; }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager graphics, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, bZero, hZero), Color.White); // Top-Left corner caption // sp.DrawString(font, "Endgame", new Vector2(20, 20), Color.White); // The Scoreboard sp.DrawString(GameSpecs.scoreFont, Convert.ToInt32(Timer.Score).ToString(), new Vector2((int)(bZero * 0.38), (int)(hZero * 0.011)), Color.OrangeRed); // The Placeholder-graphic for the KinectStream sp.Draw(placeholder, new Rectangle((int)(bZero * 0.300), (int)(hZero * 0.200), (int)(bZero * 0.400), (int)(hZero * 0.600)), Color.White); // The Countdown for taking the photo sp.DrawString(GameSpecs.scoreFont, Math.Round(Countdown.Counter).ToString(), new Vector2((float)(bZero / 2) - 80, (float)(hZero - 160)), Color.Turquoise); if (Session.PhotoTaken == true) { // Draw the Button(s) foreach (Button btn in bl) { sp.Draw(btn.Texture, btn.Position, btn.SourceRectangle, btn.Color, btn.Rotation, btn.Origin, btn.Scale, btn.Effect, btn.LayerDepth); } } sp.End(); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager graphics, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); g.Clear(Color.Black); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // sp.DrawString(font, "Options", new Vector2(20, 20), Color.White); foreach (Button btn in bl) { sp.Draw(btn.Texture, btn.Position, btn.SourceRectangle, btn.Color, btn.Rotation, btn.Origin, btn.Scale, btn.Effect, btn.LayerDepth); } sp.End(); }
public void Draw(Microsoft.Xna.Framework.GameTime gameTime, ref Microsoft.Xna.Framework.Graphics.SpriteBatch sp, ref Microsoft.Xna.Framework.GraphicsDeviceManager g, ref Microsoft.Xna.Framework.Graphics.SpriteFont font) { sp.Begin(); /// Logic for drawing the ActiveBackground ActiveBackground.DrawSky(); ActiveBackground.DrawSunrays(); ActiveBackground.DrawFlowers(); ActiveBackground.DrawGrass(); ActiveBackground.DrawSun(); ActiveBackground.DrawCloud1(); ActiveBackground.DrawCloud2(); ActiveBackground.DrawCloud3(); ActiveBackground.DrawCloud4(); ActiveBackground.DrawCloud5(); // Draws the Background-Image // sp.Draw(background, new Rectangle(0, 0, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height), Color.White); // Draws the player-picture in question to detailview // sp.Draw(player_picture, detailPictureOutlines, Color.White); sp.Draw(player_picture, new Rectangle((int)(bZero * 0.300), (int)(hZero * 0.200), (int)(bZero * 0.400), (int)(hZero * 0.600)), Color.White); // Draws the caption in the Topleft-Corner // sp.DrawString(font, "Detailview - Click anywhere to return", new Vector2(20, 20), Color.Black); // Draws the caption that tells the player how to return to the highscore-tablescreen sp.DrawString(font, "Click on the Background to return", new Vector2((int)(bZero * 0.300), 40), Color.White); sp.End(); }