本文整理汇总了C#中World.Initialize方法的典型用法代码示例。如果您正苦于以下问题:C# World.Initialize方法的具体用法?C# World.Initialize怎么用?C# World.Initialize使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类World
的用法示例。
在下文中一共展示了World.Initialize方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Initialize
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
public override void Initialize()
{
if (!this.IsInitialized)
{
tileEngine = new TileEngine();
fullScreenSettings = new ResolutionSettings(640, 480, 640,
480,
true);
ScreenManager.Instance.ResolutionService.CurrentResolutionSettings = windowedSettings;
batchService = (ISpriteBatchService)this.Game.Services.GetService(typeof(ISpriteBatchService));
// Create a new, empty world:
world = new World(this, WORLD_FILENAME);
// We need to disable the SpriteSpriteCollisionManager because it makes some assumptions about
// the gameScreen...
world.SpriteCollisionManager.Enabled = false;
// Create an empty, maximally-sized tilemap to center
// the loaded map onto:
TileMap bigMap = new TileMap(MAX_TILEMAP_WIDTH, MAX_TILEMAP_HEIGHT,
DEFAULT_TILE_WIDTH, DEFAULT_TILE_HEIGHT,
LAYER_COUNT, SUB_LAYER_COUNT);
bigMap.FileName = world.Map.FileName;
// Backup the original map:
TileMap map = world.Map;
// Compute the point where we want to blit it onto the empty map:
this.offsetX = (bigMap.Width / 2) - (map.Width / 2);
this.offsetY = (bigMap.Height / 2) - (map.Height / 2);
bigMap.BlitTileMap(map, offsetX, offsetY);
world.Map = bigMap;
foreach (TileMapLayer tml in world.interactiveLayers.Values)
{
Components.Remove(tml);
}
world.interactiveLayers.Clear();
world.ShiftWorldObjects(new Vector2(world.Map.TileWidth * offsetX, world.Map.TileWidth * offsetY));
for (int i = 0; i < world.Map.LayerCount; ++i)
{
TileMapLayer tml = new TileMapLayer(this, batchService.GetSpriteBatch(TileMapLayer.SpriteBatchName), world.Map, i);
if (i == 0)
{
tml.DrawOrder = World.PLAYER_DRAW_ORDER - DEFAULT_LAYER_SPACING;
}
else
{
if (i == world.Map.LayerCount - 1)
{
tml.DrawBlanksEnabled = true;
tml.DrawEdgesEnabled = true;
tml.DrawDestructablesEnabled = true;
}
tml.DrawOrder = World.PLAYER_DRAW_ORDER + i * DEFAULT_LAYER_SPACING;
}
world.interactiveLayers[tml.DrawOrder] = tml;
Components.Add(world.interactiveLayers[tml.DrawOrder]);
}
world.Initialize();
world.Camera.Position = world.Player.Position;// -new Vector2(world.Camera.VisibleArea.Width / 2, world.Camera.VisibleArea.Height / 2);
world.Paused = true;
Components.Add(world);
// Set up editor controls:
inputMonitor = InputMonitor.Instance;
inputMonitor.AssignPressable("EditorLeft", new PressableKey(Keys.A));
inputMonitor.AssignPressable("EditorRight", new PressableKey(Keys.D));
inputMonitor.AssignPressable("EditorUp", new PressableKey(Keys.W));
inputMonitor.AssignPressable("EditorDown", new PressableKey(Keys.S));
inputMonitor.AssignPressable("EditorAppend", new PressableKey(Keys.LeftShift));
inputMonitor.AssignPressable("ToggleFullScreen", new PressableKey(Keys.F));
inputMonitor.AssignPressable("EditorCycleMode", new PressableKey(Keys.Tab));
Components.Add(inputMonitor);
CreateUIComponents();
Mode = EditMode.SpriteEdit;
CycleMode();
// Initialize all components
base.Initialize();
}
}
示例2: LoadLevel
private void LoadLevel(string file)
{
World w;
try {
w = new World(this, Level.LoadFromFile("../../../../levels/" + file + ".xml"));
} catch (System.Exception) {
return;
}
CurrentLevel = file;
w.Score.LoadScores();
w.Score.GetBestMedalByLevelName(CurrentLevel);
_currentWorld = w;
_currentWorld.Initialize();
_currentWorld.LoadContent();
UpdateSplitScreenNumber(1);
Menu.CurrentMenu = null;
}
示例3: Start
// Use this for initialization
void Start()
{
XmlSerializer serializer = new XmlSerializer (typeof(World));
TextReader reader = new StringReader (overworldXML.text);
overworld = serializer.Deserialize (reader) as World;
reader.Close ();
initializeprefabdict ();
overworld.Initialize (world_width, world_height);
overworld.loadRoom (startx, starty);
}