You are looking at an old revision of the page SettingUpAxiosEngine. This revision was created by Natalie Adams.
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); } }