1 SettingUpAxiosEngine
Natalie Adams edited this page 2021-05-13 02:29:20 +00:00

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);
        }
    }