public ActionMenuItem(Game2D game, string text, Action onAction, ActionTriggerKind actionTriggerKind = ActionTriggerKind.None) : base(game) { Text = text; OnAction += onAction; ActionKind = actionTriggerKind; }
public InputMenuItem(Game2D game, string text, int maxInputTextLength, InputType inputType, bool normalText = false) : base(game) { Text = text; _normalText = normalText; _inputController = new StringInputController(inputType, maxInputTextLength); }
public ToggleActionMenuItem(Game2D game, string trueText, string falseText, bool isTrue, Action onAction) : base(game, string.Empty, onAction, ActionTriggerKind.None) { TrueText = trueText; FalseText = falseText; IsTrue = isTrue; }
public void Initialize(Game2D game, ILevelDataProvider levelDataProvider) { _gameInformation = new GameInformation(game, levelDataProvider) { Width = BombGame.Tilesize * 15 }; _graphicsDevice = game.GraphicsDevice; _levelData = levelDataProvider; _context = new Render3DContext(game); _objectsToRender = new List <IRenderObject> { new Level(game.GraphicsDevice, game.Content, levelDataProvider) }; _bombGeometry = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/Bomb/BombMesh"), _context.ToonEffect); _playerGeometry = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/Player/bomberman"), _context.ToonEffect); _baseItemGeometry = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/items/itemBase"), _context.ToonEffect); _fireOverlayGeometry = new ModelGeometry(this, game.GraphicsDevice, game.Content.Load <Model>("Models/items/fireoverlay"), _context.ToonEffect); _explosionFragmentManager = new ExplosionFragmentManager(game, _levelData); _players = new List <Player>(); foreach (var figure in _levelData.Figures) { var player = new Player(figure, _playerGeometry); AddRenderObject(player); _players.Add(player); } foreach (var itemDataProvider in _levelData.ItemData) { AddRenderObject(new Item3D(itemDataProvider, _baseItemGeometry, _fireOverlayGeometry)); } }
public TableView(Game2D game) : base(game) { _columnHeaders = new List <ColumnHeader>(); HeaderColor = Color.White; ContentColor = Color.White; _rows = new List <Row>(); }
public void Update(float elapsedTime, Game2D game) { _dialog.Update(elapsedTime); if (game.Keyboard.IsKeyDownOnce(Keys.Space) && _dialog.State == DialogState.Shown) { _dialog.Hide(); } }
public RemoteGameCreationSession(Game2D game) : base(game) { State = GameCreationSessionState.Disconnected; _messageTypeMap = new MessageTypeMap(); _gameInstances = new List <GameInstance>(); RunningGameInstances = _gameInstances.AsReadOnly(); }
public TitledBorder(Game2D game, string title = "", int width = 100, int height = 100, int minUserOffsetY = int.MinValue) : base(game) { _contentBorder = new Border(game); _titleBorder = new Border(game); Title = title; SetSize(width, height, minUserOffsetY); }
public ExplosionManager(Game2D game) : base(game) { _texture = Game.Content.Load <Texture2D>("textures/explosion"); _explosionInstances = new List <ExplosionInstance>(); _soundEffect = Game.Content.Load <SoundEffect>("sounds/explosion"); _instanceEffect = _soundEffect.CreateInstance(); _instanceEffect.IsLooped = false; }
public Dialog(Game2D game, Texture2D ninePatchTexture, Rectangle?sourceRectangle, SpriteFont font) : base(game) { _ninePatch = new NinePatchSprite(ninePatchTexture, sourceRectangle, 16); _font = font; State = DialogState.Hidden; _transitionDelta = 0; TransitDuration = 0.25f; }
public override void OnLoad() { var game = new Game2D("DefaultScene", LoadLoadingScreen()); game.AddSystems += Game_AddSystems; PushLayer(game); //var renderingTest = new RenderingTest(); //PushLayer(renderingTest); }
public NumericMenuItem(Game2D game, string text, int min, int max, bool jumOnEnd = false) : base(game) { Text = text; MinValue = min; MaxValue = max; CurrentValue = MinValue; JumpOnEnd = jumOnEnd; Step = 1; }
public GameInformation(Game2D game, Level level) : base(game) { _border = new Border(game); _font = Resources.NormalFont; _level = level; _defaultSizeForNumber = (int)Math.Ceiling(_font.MeasureString("99").X); _border.Height = Height; _border.Y = 0; }
public StackedMenu(Game2D game) : base(game) { _menuItems = new List <MenuItem>(); _animatedBomb = new AnimatedBomb(game.Content); _titledBorder = new TitledBorder(game); Height = int.MinValue; Width = int.MinValue; FirstMenuItemStartOffset = 0; CancelKey = Keys.Escape; }
public CarManager(Game2D game) : base(game) { _lastGeneratedLane = -1; _spawnTime = 0; _player = Game.GetGlobalObject <Player>("Player"); _player.OnRespawnFinished += () => _pauseRespawn = false; _player.OnDied += () => _pauseRespawn = true; _pauseRespawn = true; spawnTime = 60; }
public EnumMenuItem(Game2D game, string text, IEnumerable <string> data, string selectedItem = "") : base(game) { Text = text; _values = new List <string>(data); _currentIndex = 0; if (!string.IsNullOrEmpty(selectedItem)) { SetCurrentItem(selectedItem); } }
public GuiSystem(Game2D game) : base(game) { _itemDescriptors = new List <SkinItemDescriptor> { new FrameSkinItemDescriptor(), new TextBlockSkinItemDescriptor(), new ButtonSkinItemDescriptor(), new TextBoxSkinItemDescriptor(), }; }
public ExplosionFragmentManager(Game2D game, ILevelDataProvider level) { _level = level; _texture = game.Content.Load <Texture2D>("Textures/explosionparticle"); _particleEffect = game.Content.Load <Effect>("Effects/ParticleEffect"); _worldViewProjParameter = _particleEffect.Parameters["WorldViewProjection"]; _textureParameter = _particleEffect.Parameters["DiffuseTexture"]; _instances = new List <ExplosionFragment>(); _quadVertexBuffer = new VertexBuffer(game.GraphicsDevice, VertexPositionNormalTexture.VertexDeclaration, 4, BufferUsage.WriteOnly); _quadVertexBuffer.SetData(GeometryCreator.GenerateQuad(QuadOrientation.UnitY, Vector3.Zero)); }
static void Main(string[] args) { string server = ""; if (args != null && args.Length > 0) { server = args[0]; } using (var game = new Game2D(server)) game.Run(); }
public Weather(Game2D game) : base(game) { _cloud = new Cloud(game, new Vector2(400f, 100f)); _sun = new Sun(game, new Vector2(700f, 100f)); _sun._cloud = _cloud; _state = WeatherState.CLOUD; _suntex = game.Content.Load <Texture2D>("Textures\\sun_icon"); _cloudtex = game.Content.Load <Texture2D>("Textures\\rain_icon"); _font = game.Content.Load <SpriteFont>("Fonts\\Font"); }
public TextBox(Game2D game, int width, int height) : base(game) { _frameBorder = new Border(game) { Width = width, Height = height }; _textInputFont = Resources.NormalFont; _inputController = new StringInputController(InputType.AlphaNumeric, 20); }
private static Keys[] GetKeysFromGameProperty(Game2D game, string propertyName) { var data = game.GetPropertyStringOrDefault(propertyName); var k = new Keys[5]; var i = 0; foreach (var s in data.Split(new[] { ',' })) { k[i++] = (Keys)Enum.Parse(typeof(Keys), s); } return(k); }
public static IInputDevice CreateKeyboardInputDevice(Game2D game, Keys left, Keys right, Keys up, Keys down, Keys action, Keys cancel) { var keyboardInputDevice = new KeyboardInputDevice(game); keyboardInputDevice._keyMapping[InputKey.Action] = action; keyboardInputDevice._keyMapping[InputKey.Back] = cancel; keyboardInputDevice._keyMapping[InputKey.MoveUp] = up; keyboardInputDevice._keyMapping[InputKey.MoveDown] = down; keyboardInputDevice._keyMapping[InputKey.MoveLeft] = left; keyboardInputDevice._keyMapping[InputKey.MoveRight] = right; return(keyboardInputDevice); }
static void TestGame2d_01() { //Scene2D scene = TestCase.SpinOffTest(); //Scene2D scene = TestCase.SpinStateTest(); //Scene2D scene = TestCase.SpinStateKeyBoardTest(); //Scene2D scene = TestCase.StillTest(); //Scene2D scene = TestCase.FlipBookTest(); //Scene2D scene = new PlayerJumpOverChest(); Scene2D scene = new IdleMoveLeftRight(); Game2D game = new Game2D("Leo Client ...", scene); }
public GamePadInputDevice(Game2D game, PlayerIndex playerIndex) : base(game) { _playerIndex = playerIndex; _keyMapping = new Dictionary <InputKey, GamePadButton> { [InputKey.Action] = GamePadButton.A, [InputKey.Back] = GamePadButton.B, [InputKey.MoveUp] = GamePadButton.DigitalUp, [InputKey.MoveDown] = GamePadButton.DigitalDown, [InputKey.MoveLeft] = GamePadButton.DigitalLeft, [InputKey.MoveRight] = GamePadButton.DigitalRight }; }
public Sun(Game2D game, Vector2 initPos) : base(game) { isFinishedWithWork = true; _sunTexture = game.Content.Load <Texture2D>("Textures\\Sun"); _position = initPos; disable = true; _blendVal = 0.0f; isBlending = false; energy = 1; IsFullyChanged = false; scale = 0.95f; }
public Button2(Game2D game, string text, Rectangle rectangle, Action onClick) { _onClick = onClick; Text = text; Bounds = rectangle; _currentSprite = new NinePatchSprite(game.Content.Load <Texture2D>("textures/selector"), new Rectangle(0, 0, 32, 32), 15, 15); FocusedAnimation = new UiDiscreteAnimation <NinePatchSprite>(0.5f, new [] { _currentSprite, new NinePatchSprite(game.Content.Load <Texture2D>("textures/selector"), new Rectangle(32, 0, 32, 32), 15, 15) }, c => _currentSprite = c, true); }
public Player(Game2D game, Vector2 initPos) : base(game) { _tachotexture = Game.Content.Load <Texture2D>("textures/tacho"); _font = Game.Content.Load <SpriteFont>("Fonts/Font"); _explosionManager = Game.GetGlobalObject <ExplosionManager>("ExplosionManager"); PlayerState = PlayerState.UserControl; _playerTexture = game.Content.Load <Texture2D>("Textures\\Player"); Position = initPos; Energy = 100; Lifes = 3; Respawn(); }
public GameBackground(Game2D game) : base(game) { _backgroundTextures = new[] { Game.Content.Load <Texture2D>("textures/backgrounds/bg1"), Game.Content.Load <Texture2D>("textures/backgrounds/bg2"), Game.Content.Load <Texture2D>("textures/backgrounds/bg3"), Game.Content.Load <Texture2D>("textures/backgrounds/bg4"), Game.Content.Load <Texture2D>("textures/backgrounds/bg5"), Game.Content.Load <Texture2D>("textures/backgrounds/bg6"), Game.Content.Load <Texture2D>("textures/backgrounds/bg7"), Game.Content.Load <Texture2D>("textures/backgrounds/bg8") }; }
public ItemRenderer(Game2D game, Vector2 centeringOffset) : base(game) { _tileset = Game.Content.Load <Texture2D>("textures/tileset"); _centeringOffset = centeringOffset; _itemAnimationTimes = new Dictionary <Point, float>(); for (var y = 0; y < BombGame.GameLevelWidth; y++) { for (var x = 0; x < BombGame.GameLevelHeight; x++) { _itemAnimationTimes.Add(new Point(x, y), 0); } } }
static void Main(string[] args) { using (var game = new Game2D()) game.Run(60, 60); }