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SettingUpAxiosEngine
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SettingUpAxiosEngine
Natalie Adams edited this page 2021-05-13 02:29:20 +00:00
Table of Contents
Setting up Axios Engine
Content
You will need to add the "shared content" available here: http://code.google.com/p/axiosengine/downloads/detail?name=Content.zip&can=2&q= This includes shared content with Farseer and other free textures.
As simplistic as I wanted this engine you still need to add a few lines to your game.
Game class
Add this property:
public ScreenManager ScreenManager { get; set; }
Constructor
Add the following lines:
#if WINDOWS || XBOX360
Settings.SetResolution(graphics, ResolutionSetting.Windows);
#elif WINDOWS_PHONE
Settings.SetResolution(graphics, ResolutionSetting.WP7_Landscape);
#endif
ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);
ScreenManager = new ScreenManager(this);
Components.Add(ScreenManager);
Initialize
Add your screens in this method
ScreenManager.AddScreen(new UIScreen1());
References
And of course you need to reference Axios.{os}.dll in your project if you don't include the source code for Axios in your project.
Sample
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public ScreenManager ScreenManager { get; set; }
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = false;
#if WINDOWS || XBOX360
Settings.SetResolution(graphics, ResolutionSetting.Windows);
#elif WINDOWS_PHONE
Settings.SetResolution(graphics, ResolutionSetting.WP7_Landscape);
#endif
ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);
ScreenManager = new ScreenManager(this);
Components.Add(ScreenManager);
}
/// <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>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
BackgroundScreen bg = new BackgroundScreen();
//ScreenManager.AddScreen(bg);
ScreenManager.AddScreen(new UIScreen1());
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent()
{
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
//if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
// this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
// TODO: Add your drawing code here
base.Draw(gameTime);
}
}