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SettingUpAxiosEngine.md
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SettingUpAxiosEngine.md
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# Setting up Axios Engine
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## Content
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You will need to add the "shared content" available here: http://code.google.com/p/axiosengine/downloads/detail?name=Content.zip&can=2&q=
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This includes shared content with Farseer and other free textures.
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As simplistic as I wanted this engine you still need to add a few lines to your game.
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## Game class
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Add this property:
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```cs
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public ScreenManager ScreenManager { get; set; }
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```
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## Constructor
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Add the following lines:
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```cs
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#if WINDOWS || XBOX360
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Settings.SetResolution(graphics, ResolutionSetting.Windows);
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#elif WINDOWS_PHONE
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Settings.SetResolution(graphics, ResolutionSetting.WP7_Landscape);
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#endif
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ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);
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ScreenManager = new ScreenManager(this);
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Components.Add(ScreenManager);
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```
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## Initialize
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Add your screens in this method
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```cs
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ScreenManager.AddScreen(new UIScreen1());
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```
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## References
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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.
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## Sample
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```cs
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public class Game1 : Microsoft.Xna.Framework.Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public ScreenManager ScreenManager { get; set; }
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.IsFullScreen = false;
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#if WINDOWS || XBOX360
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Settings.SetResolution(graphics, ResolutionSetting.Windows);
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#elif WINDOWS_PHONE
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Settings.SetResolution(graphics, ResolutionSetting.WP7_Landscape);
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#endif
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ConvertUnits.SetDisplayUnitToSimUnitRatio(Axios.Settings.DisplayUnitToSimUnitRatio);
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ScreenManager = new ScreenManager(this);
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Components.Add(ScreenManager);
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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BackgroundScreen bg = new BackgroundScreen();
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//ScreenManager.AddScreen(bg);
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ScreenManager.AddScreen(new UIScreen1());
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// all content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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// Allows the game to exit
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//if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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// this.Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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```
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