Table of Contents
How to setup Axios Engine
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); } ////// 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. /// protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); BackgroundScreen bg = new BackgroundScreen(); //ScreenManager.AddScreen(bg); ScreenManager.AddScreen(new UIScreen1()); } ////// LoadContent will be called once per game and is the place to load /// all of your content. /// 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 } ////// UnloadContent will be called once per game and is the place to unload /// all content. /// protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } ////// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// /// Provides a snapshot of timing values. 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); } ////// This is called when the game should draw itself. /// /// Provides a snapshot of timing values. protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here base.Draw(gameTime); } }