Beispiel #1
0
 public SmallBlock01(Game game, Vector2 position)
     : base(game)
 {
     _position = position;
     _spritebatch = Game.Services.GetService<SpriteBatch>();
     krypton = Game.Services.GetService<KryptonEngine>();
 }
 public Freeblock(Game game, Vector2 position)
 {
     Game = game;
     krypton = Game.Services.GetService<KryptonEngine>();
     _world = Game.Services.GetService<World>();
     _position = position;
 }
Beispiel #3
0
 public virtual void LoadContent(World world, Game game, Vector2 position,float scale,  KryptonEngine krypton)
 {
     base.LoadContent(world, "Ground", position, scale);
     body.IsStatic = true;
     var hull = ShadowHull.CreateRectangle(ConvertUnits.ToSimUnits(new Vector2(mSpriteTexture.Width, mSpriteTexture.Height)));
     hull.Position = GamePosition;
     krypton.Hulls.Add(hull);
 }
 public CaveBlock(Game game, Vector2 position, Color color,AMaterialStats stats,bool gtbS,Tileset tset,Color glowcolour)
     : base(game, position, color, stats,tset,glowcolour)
 {
     NeighbourList =  new List<CaveBlock>();
     GoingtobeSolid = gtbS;
     krypton = Game.Services.GetService<KryptonEngine>();
     _world = Game.Services.GetService<World>();
 }
        public PlayerShip(Game game, Vector2 position)
        {
            Game = game;
            _soundBank = Game.Services.GetService<SoundBank[]>();
            _world = Game.Services.GetService<World>();
            krypton = Game.Services.GetService<KryptonEngine>();

            thrustLR = _soundBank[0].GetCue("thrust01");
            thrustLR.Play();
            thrustLR.Pause();

            thrustUD = _soundBank[0].GetCue("thrust01");
            thrustUD.Play();
            thrustUD.Pause();

            Position = position;
            _particleRenderer = Game.Services.GetService<SpriteBatchRenderer>();
            //_textures = Game.Services.GetService<Textures>();

            //Loadcontentstuff
            _shiptxture = Game.Content.Load<Texture2D>("player_ship");
            _turretTxture = Game.Content.Load<Texture2D>(".\\guns\\turret01");
            _centreVect = new Vector2(_shiptxture.Width / 2, _shiptxture.Height / 2);

            ProximityBox = new Rectangle(0, 0, _shiptxture.Width+Globals.PhysBuffer, _shiptxture.Height + Globals.PhysBuffer);

            //make ship fixture in for farseer
            box = BodyFactory.CreateCircle(_world, ConvertUnits.ToSimUnits(_shiptxture.Width / 2), 7.0f);
            box.BodyType = BodyType.Dynamic;
            box.Restitution = 0.5f;
            box.Friction = 0.2f;
            box.FixedRotation = true;
            box.LinearDamping = 0.4f;
            box.Position = ConvertUnits.ToSimUnits(Position.X + _centreVect.X, Position.Y + _centreVect.Y);
            box.UserData = "player";

            //box.OnCollision += Collide;
            box.OnSeparation += Collide;

            //make light in krypton
            var mLightTexture = LightTextureBuilder.CreateConicLight(Game.GraphicsDevice, 256, 2.0f);
            light = CreateLights(mLightTexture,400);
            var mLightTexture2 = LightTextureBuilder.CreatePointLight(Game.GraphicsDevice, 64);
            light2 = CreateLights(mLightTexture2,200);

            //set up thruster particle
            _thrustparticle = Game.Content.Load<ParticleEffect>(".\\mercury\\thruster");
            _thrustparticle.LoadContent(Game.Content);
            _thrusterEmitter = (ConeEmitter)_thrustparticle[0];
            //_thrusterEmitter.Initialise();
            _thrusterEmitter.ParticleTexture = Game.Content.Load<Texture2D>(".\\mercury\\Particle004");
            _thrustparticle.Initialise();
            _particleRenderer.LoadContent(Game.Content);

            //_centerVect = new Vector2(_shiptxture.Width / 2,_shiptxture.Width / 2);
            currentWeapon = new Gun(Game, true, BulletsStats.Plasma01);
        }
Beispiel #6
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        public LightingEngine()
        {
            PresentationParameters pp     = Renderer.GD.PresentationParameters;
            SurfaceFormat          format = pp.BackBufferFormat;

            Krypton = new KryptonEngine(GeneralManager.Game, "Effects/KryptonEffect");
            Krypton.Initialize();

            Krypton.AmbientColor = Color.Black;

            Vertices     = new VertexPositionColorTexture[4];
            Vertices[0]  = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0));
            Vertices[1]  = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0));
            Vertices[2]  = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1));
            Vertices[3]  = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1));
            VertexBuffer = new VertexBuffer(Renderer.GD, typeof(VertexPositionColorTexture), Vertices.Length, BufferUsage.None);
            VertexBuffer.SetData(Vertices);

            _colorMapRenderTarget  = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY);
            _normalMapRenderTarget = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY);
            _shadowMapRenderTarget = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

            _lightEffect         = GeneralManager.Content.Load <Effect>("Effects/MultiTarget");
            _lightCombinedEffect = GeneralManager.Content.Load <Effect>("Effects/DeferredCombined");

            // Point light technique
            _lightEffectTechniquePointLight = _lightEffect.Techniques["DeferredPointLight"];

            // Spot light technique
            _lightEffectTechniqueSpotLight = _lightEffect.Techniques["DeferredSpotLight"];

            // Shared light properties
            _lightEffectParameterLightColor   = _lightEffect.Parameters["lightColor"];
            _lightEffectParameterLightDecay   = _lightEffect.Parameters["lightDecay"];
            _lightEffectParameterNormapMap    = _lightEffect.Parameters["NormalMap"];
            _lightEffectParameterPosition     = _lightEffect.Parameters["lightPosition"];
            _lightEffectParameterScreenHeight = _lightEffect.Parameters["screenHeight"];
            _lightEffectParameterScreenWidth  = _lightEffect.Parameters["screenWidth"];
            _lightEffectParameterStrength     = _lightEffect.Parameters["lightStrength"];

            // Spot light parameters
            _lightEffectParameterConeDirection = _lightEffect.Parameters["coneDirection"];
            _lightEffectParameterConeAngle     = _lightEffect.Parameters["coneAngle"];
            _lightEffectParameterConeDecay     = _lightEffect.Parameters["coneDecay"];

            _lightCombinedEffectTechnique         = _lightCombinedEffect.Techniques["DeferredCombined2"];
            _lightCombinedEffectParamAmbient      = _lightCombinedEffect.Parameters["ambient"];
            _lightCombinedEffectParamLightAmbient = _lightCombinedEffect.Parameters["lightAmbient"];
            _lightCombinedEffectParamAmbientColor = _lightCombinedEffect.Parameters["ambientColor"];
            _lightCombinedEffectParamColorMap     = _lightCombinedEffect.Parameters["ColorMap"];
            _lightCombinedEffectParamShadowMap    = _lightCombinedEffect.Parameters["ShadingMap"];
            _lightCombinedEffectParamNormalMap    = _lightCombinedEffect.Parameters["NormalMap"];

            SB = new SpriteBatch(Renderer.GD);

            Normals = new Dictionary <float, List <NormalMap> >();
        }
Beispiel #7
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 /*
 public Sprite(SpriteAnimation animation, Vector2 position)
 {
     Initialize();
     // Load the Sprite texture
     Animation = animation;
     Active = true;
     // Set the position of the enemy
     Position = position;
 }
 */
 public Sprite(Texture2D texture, Vector2 position, KryptonEngine krypton)
 {
     Initialize();
     Active = true;
     Position = position;
     Texture = texture;
     this.krypton = krypton;
     findShadowHull(Texture);
 }
Beispiel #8
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 public Game1()
 {
     graphics = new GraphicsDeviceManager(this);
     graphics.PreferredBackBufferHeight = Settings.Screensize.Y;
     graphics.PreferredBackBufferWidth = Settings.Screensize.X;
     //graphics.IsFullScreen = true;
     Content.RootDirectory = "Content";
     this.krypton = new KryptonEngine(this, "KryptonEffect");
 }
Beispiel #9
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 public Game1()
 {
     graphics = new GraphicsDeviceManager(this);
     graphics.PreferredBackBufferHeight = (int)Globals.Screensize.Y;
     graphics.PreferredBackBufferWidth = (int)Globals.Screensize.X;
     //graphics.IsFullScreen = true;
     Content.RootDirectory = "Content";
     krypton = new KryptonEngine(this, ".\\krypton stuff\\KryptonEffect");
     TargetElapsedTime = new TimeSpan(0, 0, 0, 0, 16);
     IsFixedTimeStep = true;
 }
        /// <summary>
        /// Prepares the light map to be drawn (pre-render)
        /// </summary>
        public void LightMapPrepare()
        {
            // Prepare and set the matrix
            var viewWidth  = this.GraphicsDevice.ScissorRectangle.Width;
            var viewHeight = this.GraphicsDevice.ScissorRectangle.Height;

            // Prepare the matrix with optional settings and assign it to an effect parameter
            Matrix lightMapMatrix = this.LightmapMatrixGet();

            this.mEffect.Parameters["Matrix"].SetValue(lightMapMatrix);

            // Obtain the original rendering states
            var originalRenderTargets = this.GraphicsDevice.GetRenderTargets();

            // Set and clear the target
            this.GraphicsDevice.SetRenderTarget(this.mMap);
            this.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, this.mAmbientColor, 0, 1);

            // Make sure we're culling the right way!
            this.GraphicsDevice.RasterizerState = KryptonEngine.RasterizerStateGetFromCullMode(this.mCullMode);

            // put the render target's size into a more friendly format
            var targetSize = new Vector2(this.mMap.Width, this.mMap.Height);

            // Render Light Maps
            foreach (var light in this.mLights)
            {
                // Loop through each light within the view frustum
                if (light.Bounds.Intersects(this.mBounds))
                {
                    // Clear the stencil and set the scissor rect (because we're stretching geometry past the light's reach)
                    this.GraphicsDevice.Clear(ClearOptions.Stencil, Color.Black, 0, 1);
                    this.GraphicsDevice.ScissorRectangle = KryptonEngine.ScissorRectCreateForLight(light, lightMapMatrix, targetSize);

                    // Draw the light!
                    light.Draw(this.RenderHelper, this.mHulls);
                }
            }

            if (this.mBluriness > 0)
            {
                // Blur the shadow map horizontally to the blur target
                this.GraphicsDevice.SetRenderTarget(this.mMapBlur);
                this.RenderHelper.BlurTextureToTarget(this.mMap, LightMapSize.Full, BlurTechnique.Horizontal, this.mBluriness);

                // Blur the shadow map vertically back to the final map
                this.GraphicsDevice.SetRenderTarget(this.mMap);
                this.RenderHelper.BlurTextureToTarget(this.mMapBlur, LightMapSize.Full, BlurTechnique.Vertical, this.mBluriness);
            }

            // Reset to the original rendering states
            this.GraphicsDevice.SetRenderTargets(originalRenderTargets);
        }
        public LightingComponent(LightingMode lightingMode = LightingMode.Knockout, LightMapSize mLightMapSize = LightMapSize.Full, int mBluriness = 0)
        {
            mLight = new KryptonEngine(MilkShake.Game, "KryptonEffect");
            mLight.Initialize();

            // [Settings]
            mLight.LightMapSize = mLightMapSize;
            mLight.Bluriness = mBluriness;
            mLightingMode = lightingMode;

            mRenderTarget = new RenderTarget2D(MilkShake.Graphics, Globals.ScreenWidth, Globals.ScreenHeight);
        }
Beispiel #12
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        public virtual void LoadContent(World world, string AssetName, Vector2 position, float Scale, KryptonEngine krypton)
        {
            base.LoadContent(world, AssetName, position, Scale);
            light = new Krypton.Lights.Light2D()
            {
                Texture = Krypton.LightTextureBuilder.CreatePointLight(Game.GraphicsDevice, 512),
                Range = ConvertUnits.ToSimUnits(500),
                Intensity = float.MaxValue,
                Position = Vector2.Zero,

            };
            krypton.Lights.Add(light);
        }
Beispiel #13
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 public Platform(Rectangle platformBounds,TileCollision collision, Boolean isShadowCaster, KryptonEngine krypton)
 {
     this.krypton = krypton;
     Collision = collision;
     IsShadowCaster = isShadowCaster;
     Bounds = platformBounds;
     if (isShadowCaster)
     {
         ShadowHull shadowHull = ShadowHull.CreateRectangle(new Vector2(platformBounds.Width, platformBounds.Height));
         shadowHull.Position.X = platformBounds.X + platformBounds.Width/2;
         shadowHull.Position.Y = platformBounds.Y + platformBounds.Height/2;
         krypton.Hulls.Add(shadowHull);
     }
 }
Beispiel #14
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        public KryptonDemoGame()
        {
            // Setup the graphics device manager with some default settings
            Graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 1280, PreferredBackBufferHeight = 720 };

            // Allow the window to be resized (to demonstrate render target recreation)
            Window.AllowUserResizing = true;

            // Setup the content manager with some default settings
            Content.RootDirectory = "Content";

            // Create Krypton
            krypton = new KryptonEngine(this, "KryptonEffect");
        }
Beispiel #15
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        public GameWorld(Game game, string name)
        {
            world = new World(9.8f * Vector2.UnitY);
            lighting = new KryptonEngine(game, "KryptonEffect");
            lighting.Initialize();

            tiles = new List<Tile>();
            collisionMap = new List<StaticBody>();
            objects = new List<PhysicsObject>();

            Load(game, name);
            camera = new Camera(Vector2.Zero, size);
            player = new MrGuy(world, 100, 200, MainGame.texPlayer);
        }
Beispiel #16
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        public LightingComponent(Scene mScene, LightMapSize mLightMapSize = LightMapSize.Full, int mBluriness = 0)
            : base(mScene)
        {
            mLight = new KryptonEngine(MilkShake.Game, "KryptonEffect");
            mLight.Initialize();

            // [Settings]
            mLight.LightMapSize = mLightMapSize;
            mLight.Bluriness = mBluriness;

            // [Events]
            Scene.Listener.PreDraw[DrawLayer.First] += new DrawEvent(PreDraw);
            Scene.Listener.PostDraw[DrawLayer.Fourth] += new DrawEvent(PostDraw);
        }
Beispiel #17
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        public LightRenderer( )
        {
            _game = ObjectFactory.GetInstance<IGame>( ) ;

            var content = new ResourceContentManager( ( (Game) _game ).Services, Resource1.ResourceManager ) ;

            var effect = content.Load<Effect>( @"KryptonEffect" ) ;
            _krypton=new KryptonEngine( (Game) _game, effect );

            _krypton.Initialize(  );

            IoC.Model.ItemsAddedOrRemoved += ( s, e ) => rebuild( )  ;
            IoC.Model.ItemChanged += ( s, e ) => rebuild( )  ;
            IoC.Model.NewModelLoaded += ( s, e ) => rebuild( ) ;
        }
Beispiel #18
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        public Lighting(Engine engine)
            : base(engine)
        {
            Krypton = new KryptonEngine(engine, @"Krypton\KryptonEffect");

              Krypton.Bluriness = 3;
              Krypton.CullMode = CullMode.None;
              Krypton.Matrix = Engine.Camera.CameraMatrix;
              Krypton.SpriteBatchCompatablityEnabled = true;

              PointLightTexture = LightTextureBuilder.CreatePointLight(Engine.Video.GraphicsDevice, 512);

              this.DrawOrder = (int)Global.Layers.Lighting;
              engine.AddComponent(this);
        }
        /// <summary>
        /// Gets a pixel-space rectangle which contains the light passed in
        /// </summary>
        /// <param name="light">The light used to create the rectangle</param>
        /// <param name="matrix">the WorldViewProjection matrix being used to render</param>
        /// <param name="targetSize">The rendertarget's size</param>
        /// <returns></returns>
        private static Rectangle ScissorRectCreateForLight(ILight2D light, Microsoft.Xna.Framework.Matrix matrix, Vector2 targetSize)
        {
            // This needs refining, but it works as is (I believe)
            var lightBounds = light.Bounds;

            var min = KryptonEngine.VectorToPixel(lightBounds.Min, matrix, targetSize);
            var max = KryptonEngine.VectorToPixel(lightBounds.Max, matrix, targetSize);

            var min2 = Vector2.Min(min, max);
            var max2 = Vector2.Max(min, max);

            min = Vector2.Clamp(min2, Vector2.Zero, targetSize);
            max = Vector2.Clamp(max2, Vector2.Zero, targetSize);

            return(new Rectangle((int)(min.X), (int)(min.Y), (int)(max.X - min.X), (int)(max.Y - min.Y)));
        }
Beispiel #20
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        public HauntedHouse()
        {
            // Setup the graphics device manager with some default settings
            this.graphics = new GraphicsDeviceManager(this);
            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;

            // Allow the window to be resized (to demonstrate render target recreation)
            this.Window.AllowUserResizing = true;

            // Setup the content manager with some default settings
            this.Content.RootDirectory = "Content";

            // Create Krypton
            this.krypton = new KryptonEngine(this, "KryptonEffect");

            map = new Map();
        }
Beispiel #21
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        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);

            //Sets the programs screen size
            this.graphics.PreferredBackBufferWidth = 1660;
            this.graphics.PreferredBackBufferHeight = 940;
            this.Window.AllowUserResizing = true;

            //Create Krypton
            this.krypton = new KryptonEngine(this, "KryptonEffect");
            krypton.AmbientColor = Color.Black;
            this.krypton.CullMode = CullMode.None;
            this.krypton.Bluriness = 6f;

            //This will set the program to full screen mode
            //this.graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";
        }
Beispiel #22
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        public GameWorld(Vector2 playerPos, Game game, string name)
        {
            world = new World(9.8f * Vector2.UnitY);

            globalLighting = new KryptonEngine(game, "KryptonEffect");
            globalLighting.Initialize();

            tiles = new List<Tile>();
            collisionMap = new List<StaticBody>();
            objects = new List<GameObject>();
            triggers = new List<Trigger>();

            toAdd = new List<GameObject>();

            Load(game, name);

            player = new PlayerGuy(world, playerPos.X, playerPos.Y, MainGame.texPlayer);
            objects.Add(player); // Player will have an index of -1
            camera = new Camera(player.Position, size, 15f, this.player);
        }
Beispiel #23
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        public KryptonDemoGame()
        {
            // Setup the graphics device manager with some default settings
            this.graphics = new GraphicsDeviceManager(this);
            this.graphics.PreferredBackBufferWidth = 1280;
            this.graphics.PreferredBackBufferHeight = 720;

            // Allow the window to be resized (to demonstrate render target recreation)
            this.Window.AllowUserResizing = true;

            // Setup the content manager with some default settings
            this.Content.RootDirectory = "Content";

            // Create Krypton
            this.krypton = new KryptonEngine(this, "KryptonEffect");

            // As a side note, you may want Krypton to be used as a GameComponent.
            // To do this, you would simply add the following line of code and remove the Initialize and Draw function of krypton below:
            // this.Components.Add(this.krypton);
        }
Beispiel #24
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        // Make sure this is called for each StaticBody after loading level data
        public void CreateBody(World w, KryptonEngine lightEngine)
        {
            Vertices vs = new Vertices();
            Vector2[] points = new Vector2[this.vertices.Count];
            for (int i = 0; i < vertices.Count; i++)
            {
                vs.Add(vertices[i] * MainGame.PIXEL_TO_METER);
                points[i] = vertices[i];
            }
            List<Vertices> list = FarseerPhysics.Common.Decomposition.EarclipDecomposer.ConvexPartition(vs);
            poly = BodyFactory.CreateCompoundPolygon(w, list, 1.0f);
            poly.BodyType = BodyType.Static;

            foreach (Vertices v in list)
            {
                Vector2[] p = new Vector2[v.Count];
                for (int i = 0; i < p.Length; i++)
                    p[i] = v[p.Length - i - 1] * MainGame.METER_TO_PIXEL;
                lightEngine.Hulls.Add(ShadowHull.CreateConvex(ref p));
            }
        }
Beispiel #25
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        public Player(Game game, Character character, Camera2D cam, KryptonEngine krypton)
        {
            this.game = game;
            this.krypton = krypton;
            this.character = character;
            this.creature = new WheeledCreature(game);
            userInterface = new UserInterface(game);
            this.cam = cam;
            userInput = new UserInput(this);

            wards = new List<Ward>();

            light = new Krypton.Lights.Light2D()
            {
                Texture = Krypton.LightTextureBuilder.CreatePointLight(this.game.GraphicsDevice, 512),
                Range = ConvertUnits.ToSimUnits(1200),
                Intensity = float.MaxValue,
                Position = Vector2.Zero,

            };
            krypton.Lights.Add(light);
        }
Beispiel #26
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        int Time = 21000; // Hour * 1000

        #endregion Fields

        #region Constructors

        //====================================
        //========== INITALIZING =============
        //====================================
        public GameWorld(WorldScreen WorldScreen)
        {
            LightSystem = new KryptonEngine(GeneralManager.Game, "Effects/KryptonEffect");
            LightSystem.Initialize();
            SetLightColorPath();

            Chunks = new Dictionary<Vector2, Chunk>();
            Entities = new List<Entity>();
            Generator = new WorldGenerator(this);

            ParentScreen = WorldScreen;

            PhysicalWorld = new World(new Vector2(0, 16 * 9.81f));

            InitLightSystem();

            TestPlayer = new Player(this, true);

            SetBlock(new Vector2(4, 4), new TileEntities.TorchTE(this, new Vector2(128, 128)));
            SetBlock(new Vector2(4, 3), new TileEntities.TreeTE(this, new Vector2(128, 96)));
            Entities.Add(new DynamicBody(this, new CircleShape(10.5f, 0.5f), new Vector2(95, 100), "Textures/DynamicBodies/Barrel1"));

            Debug.WriteLine("World Initialized");
        }
Beispiel #27
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        public virtual void LoadContent(World world, KryptonEngine krypton)
        {
            Ward ward = new Ward(game);
            ward.LoadContent(world, "Cursor", new Vector2(20,0), 2, krypton);
            ward.Initialize();
            ward.team = creature.team;
            wards.Add(ward);

            creature.LoadContent(world, character.name, new Vector2(500, 0), 0.5f);
            creature.isPlayer = true;
            character.LoadContent(world, game);
            userInterface.LoadContent(world, game);
            userInput.LoadContent(world);
        }
Beispiel #28
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        /// <summary>
        /// Prepares the light map to be drawn (pre-render)
        /// </summary>
        public void LightMapPrepare()
        {
            // Prepare the matrix with optional settings and assign it to an effect parameter
            Matrix lightMapMatrix = LightmapMatrixGet();

            _effect.Parameters["Matrix"].SetValue(lightMapMatrix);

            // Obtain the original rendering states
            var originalRenderTargets = GraphicsDevice.GetRenderTargets();

            // Set and clear the target
            GraphicsDevice.SetRenderTarget(_map);
            GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.Stencil, AmbientColor, 0, 1);

            // Make sure we're culling the right way!
            GraphicsDevice.RasterizerState = KryptonEngine.RasterizerStateGetFromCullMode(CullMode);

            // put the render target's size into a more friendly format
            var targetSize = new Vector2(_map.Width, _map.Height);

            // Render Light Maps
            foreach (var light in Lights)
            {
                // Loop through each light within the view frustum
                if (!light.Bounds.Intersects(_bounds))
                {
                    continue;
                }

                // Clear the stencil and set the scissor rect (because we're stretching geometry past the light's reach)
                GraphicsDevice.Clear(
                    options: ClearOptions.Stencil,
                    color: Color.Black,
                    depth: 0,
                    stencil: 0);

                GraphicsDevice.ScissorRectangle =
                    ScissorRectCreateForLight(
                        light: light,
                        matrix: lightMapMatrix,
                        targetSize: targetSize);

                // Draw the light!
                light.Draw(RenderHelper, Hulls);
            }

            if (_bluriness > 0)
            {
                // Blur the shadow map horizontally to the blur target
                GraphicsDevice.SetRenderTarget(_mapBlur);

                RenderHelper.BlurTextureToTarget(
                    _map,
                    LightMapSize.Full,
                    BlurTechnique.Horizontal,
                    _bluriness);

                // Blur the shadow map vertically back to the final map
                GraphicsDevice.SetRenderTarget(_map);

                RenderHelper.BlurTextureToTarget(
                    _mapBlur,
                    LightMapSize.Full,
                    BlurTechnique.Vertical,
                    _bluriness);
            }

            // Reset to the original rendering states
            GraphicsDevice.SetRenderTargets(originalRenderTargets);
        }
 /// <summary>
 /// Disposes of render targets
 /// </summary>
 private void DisposeRenderTargets()
 {
     KryptonEngine.TryDispose(this.mMap);
     KryptonEngine.TryDispose(this.mMapBlur);
 }
Beispiel #30
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 public override void ReloadServices(Game game)
 {
     base.ReloadServices(game);
     krypton = Game.Services.GetService<KryptonEngine>();
     _world = Game.Services.GetService<World>();
 }
Beispiel #31
0
 public static bool IsLit(World world, Vector2 targetPosition, KryptonEngine krypton)
 {
     foreach (Krypton.Lights.Light2D light in krypton.Lights)
         if (WithinRange(targetPosition, light.Position, light.Range) && WithinLineOfSight(world, light.Position, targetPosition))
             return true;
     return false;
 }
Beispiel #32
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 public static bool IsLit(World world, Rectangle targetBox, KryptonEngine krypton)
 {
     Vector2 targetPosition;
     foreach (Krypton.Lights.Light2D light in krypton.Lights)
     {
         targetPosition = new Vector2(targetBox.Left, targetBox.Top);
         if (WithinRange(targetPosition, light.Position, light.Range) && WithinLineOfSight(world, light.Position, targetPosition))
             return true;
         targetPosition = new Vector2(targetBox.Right, targetBox.Top);
         if (WithinRange(targetPosition, light.Position, light.Range) && WithinLineOfSight(world, light.Position, targetPosition))
             return true;
         targetPosition = new Vector2(targetBox.Left, targetBox.Bottom);
         if (WithinRange(targetPosition, light.Position, light.Range) && WithinLineOfSight(world, light.Position, targetPosition))
             return true;
         targetPosition = new Vector2(targetBox.Right, targetBox.Bottom);
         if (WithinRange(targetPosition, light.Position, light.Range) && WithinLineOfSight(world, light.Position, targetPosition))
             return true;
     }
     return false;
 }
        public LightingEngine()
        {
            PresentationParameters pp = Renderer.GD.PresentationParameters;
            SurfaceFormat format = pp.BackBufferFormat;

            Krypton = new KryptonEngine(GeneralManager.Game, "Effects/KryptonEffect");
            Krypton.Initialize();

            Krypton.AmbientColor = Color.Black;

            Vertices = new VertexPositionColorTexture[4];
            Vertices[0] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0));
            Vertices[1] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0));
            Vertices[2] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1));
            Vertices[3] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1));
            VertexBuffer = new VertexBuffer(Renderer.GD, typeof(VertexPositionColorTexture), Vertices.Length, BufferUsage.None);
            VertexBuffer.SetData(Vertices);

            _colorMapRenderTarget = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY);
            _normalMapRenderTarget = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY);
            _shadowMapRenderTarget = new RenderTarget2D(Renderer.GD, GeneralManager.ScreenX, GeneralManager.ScreenY, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

            _lightEffect = GeneralManager.Content.Load<Effect>("Effects/MultiTarget");
            _lightCombinedEffect = GeneralManager.Content.Load<Effect>("Effects/DeferredCombined");

            // Point light technique
            _lightEffectTechniquePointLight = _lightEffect.Techniques["DeferredPointLight"];

            // Spot light technique
            _lightEffectTechniqueSpotLight = _lightEffect.Techniques["DeferredSpotLight"];

            // Shared light properties
            _lightEffectParameterLightColor = _lightEffect.Parameters["lightColor"];
            _lightEffectParameterLightDecay = _lightEffect.Parameters["lightDecay"];
            _lightEffectParameterNormapMap = _lightEffect.Parameters["NormalMap"];
            _lightEffectParameterPosition = _lightEffect.Parameters["lightPosition"];
            _lightEffectParameterScreenHeight = _lightEffect.Parameters["screenHeight"];
            _lightEffectParameterScreenWidth = _lightEffect.Parameters["screenWidth"];
            _lightEffectParameterStrength = _lightEffect.Parameters["lightStrength"];

            // Spot light parameters
            _lightEffectParameterConeDirection = _lightEffect.Parameters["coneDirection"];
            _lightEffectParameterConeAngle = _lightEffect.Parameters["coneAngle"];
            _lightEffectParameterConeDecay = _lightEffect.Parameters["coneDecay"];

            _lightCombinedEffectTechnique = _lightCombinedEffect.Techniques["DeferredCombined2"];
            _lightCombinedEffectParamAmbient = _lightCombinedEffect.Parameters["ambient"];
            _lightCombinedEffectParamLightAmbient = _lightCombinedEffect.Parameters["lightAmbient"];
            _lightCombinedEffectParamAmbientColor = _lightCombinedEffect.Parameters["ambientColor"];
            _lightCombinedEffectParamColorMap = _lightCombinedEffect.Parameters["ColorMap"];
            _lightCombinedEffectParamShadowMap = _lightCombinedEffect.Parameters["ShadingMap"];
            _lightCombinedEffectParamNormalMap = _lightCombinedEffect.Parameters["NormalMap"];

            SB = new SpriteBatch(Renderer.GD);

            Normals = new Dictionary<float, List<NormalMap>>();
        }
 public Projectile(Game game, Vector2 spawnpoint ,bool friendly)
     : base(game,spawnpoint)
 {
     Friendly = friendly;
     Alive = true;
     krypton = Game.Services.GetService<KryptonEngine>();
     _world = Game.Services.GetService<World>();
     _soundBank = Game.Services.GetService<SoundBank[]>();
     PlayShootSound();
 }
Beispiel #35
0
        public void Intialise(List<Platform> platforms,List<Sprite> sprites,KryptonEngine krypton,ContentManager content,GraphicsDevice graphicsDevice, ScreenDebuger screenDebuger, Level level)
        {
            if (EntityType == "Player")
            {
                Texture2D playerImage = content.Load<Texture2D>("player");
                Sprite testSprite = new Sprite(playerImage, new Vector2(0,0), false, krypton);
                Player aPlayer = new Player(new Vector2(EntityBounds.X, EntityBounds.Y), testSprite,screenDebuger,content,graphicsDevice,level);
                level.setPlayer(aPlayer);
            }

            if (EntityType == "Hazard")
            {

            }

            if (EntityType == "Platform")
            {
                TileCollision tileCollision = TileCollision.Platform;
                if (Properties["CollisionType"] == "Platform") {tileCollision = TileCollision.Platform;}
                if (Properties["CollisionType"] == "Passable") { tileCollision = TileCollision.Passable; }
                if (Properties["CollisionType"] == "Impassable") { tileCollision = TileCollision.Impassable; }
                Platform platform = new Platform(EntityBounds, tileCollision, Convert.ToBoolean(Properties["IsShadowCaster"]), krypton);
                platforms.Add(platform);
            }

            if (EntityType == "Light")
            {
                Color color = new Color();
                color.R = (byte)Convert.ToInt32(Properties["R"]);
                color.G = (byte)Convert.ToInt32(Properties["G"]);
                color.B = (byte)Convert.ToInt32(Properties["B"]);
                color.A = 255;

                /*
                    X = EntityBounds.X,
                    Y = EntityBounds.Y,
                    Range = (float)Convert.ToInt32(Properties["Range"]),
                    Intensity = (float)Convert.ToDouble(Properties["Intensity"]),
                    Color = color,
                    ShadowType = ShadowType.Illuminated,
                    Fov = MathHelper.PiOver2 * (float) (0.5)
                 * */

                    Light2D light = new Light2D
                    {
                        Texture = LightTextureBuilder.CreatePointLight(graphicsDevice, 1024),
                        X = EntityBounds.X,
                        Y = EntityBounds.Y,
                        Range = (float)Convert.ToInt32(Properties["Range"]),
                        Intensity = (float)Convert.ToDouble(Properties["Intensity"]),
                        Color = color,
                        ShadowType = ShadowType.Illuminated,
                        Fov = MathHelper.PiOver2 * (float)Convert.ToDouble(Properties["Fov"])
                    };

                //Optional Properties
                    if(Properties.ContainsKey("Flicker")){ light.Flicker = (bool)Convert.ToBoolean(Properties["Flicker"]);}

                    krypton.Lights.Add(light);
            }
        }