private Sprite ZEICHENSPRITE; //SPRITE DAS ZUM DARSTELLEN GENUTZT WIRD #endregion Fields #region Constructors public c_Xcore(ref c_resource_management trmgm) { pRESOURCES = trmgm; //ZUWEISEN pRESOURCES.HWND = GameDefinition.hwnd; this.initialisiere_Game_Device(); this.init_Klassen(); }
private bool init_game() { //////////////////////////////////////////////// DirectoryInfo diThis = new DirectoryInfo(Application.StartupPath); string pfad = diThis.Parent.Parent.FullName + @"\"; //////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////// RESOURCES = new c_resource_management(pfad, this.Handle);//RESOURCE VERWALTUNG Hashtable config = RESOURCES.load_config("screen.ini"); GameDefinition.width = (int)config["width"]; GameDefinition.height = (int)config["height"]; GameDefinition.window = (bool)config["fullscreen"]; GameDefinition.hwnd = this.Handle; GameDefinition.music = true; GameDefinition.sounds = true; GameDefinition.isometric = true; ENGINE = new c_Xcore(ref RESOURCES); //GAME ENGINE SCreen.Width = (int)config["width"]; SCreen.Height = (int)config["height"]; RESOURCES.LoadTexture(0, 0, "b1.PNG",ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 1, "b2.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 2, "b3.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 3, "b4.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 4, "b5.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 5, "b6.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 6, "b7.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(0, 7, "b8.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(2, 1, @"detailtexturen\d1.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(2, 2, @"detailtexturen\wall1.png", ref ENGINE.DEVICE); RESOURCES.LoadTexture(3, 1, @"detailtexturen\wiking.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(1, 1, "cross.bmp", ref ENGINE.DEVICE); RESOURCES.LoadTexture(1, 2, "cross2.bmp", ref ENGINE.DEVICE); RESOURCES.LoadTexture(1, 3, "energy.PNG", ref ENGINE.DEVICE); RESOURCES.LoadTexture(1, 4, "energy2.PNG", ref ENGINE.DEVICE); RESOURCES.load_music(0, "soulfly1.mp3"); RESOURCES.load_sound(0, "shot.wav"); RESOURCES.load_sound(1, "punch1.wav"); RESOURCES.load_sound(2, "close2.wav"); RESOURCES.load_sound(3, "earth02.wav"); /////////////////////////////////////////////////////////////////////// RESOURCES.load_map("map1.txt"); RESOURCES.load_detailmap("map2.txt"); BACK = new XSprite(ref ENGINE.DEVICE); BatchSprite = new Sprite(ENGINE.DEVICE); ///////////////////////GUI//////////////////////// this.init_gui(); ////////////////////////////////////////////////// this.init_CHARAKTER(); EXPLOSIONS = new List<c_explosion>(); EXPLOSIONS.Add(new c_explosion(ref ENGINE.DEVICE, ref RESOURCES.TEXTURE[1, 1], 1000)); ENGINE.AUDIO.play_music(0); return true; }
public c_audio(ref c_resource_management tmpmgm) { pRESOURCES = tmpmgm; pDEVICE = pRESOURCES.SOUNDDEVICE; }