public Game1() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width - 50; graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height - 50; graphics.PreferMultiSampling = true; screenBounds = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); graphics.IsFullScreen = true; this.IsMouseVisible = true; particleEffects.Add("Heart", null); particleEffects.Add("Sword", null); particleEffects.Add("Death", null); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; Parameters = Serialiser.DeserialiseFromFile<Params>("./params.xml"); Parameters.Growth = Parameters.Growth / 100; Parameters.Mutation = Parameters.Mutation / 100; Parameters.Reproduction = Parameters.Reproduction / 100; }
public ParticleManager() { particleEffects = new Dictionary<string, ParticleEffect>(); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = Game1.graphics }; }
public LightCausingParticleObject(ParticleEffect effect, Renderer partilceRenderer, PointLight pointLight, ICollidableTile trackingObject) { Enabled = true; Effect = effect; Light = pointLight; TrackingObject = trackingObject; m_particleRenderer = partilceRenderer; }
/// <summary> /// /// </summary> public PartyManager_cl() { mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = FNA.Game_cl.BaseInstance.Graphics }; mParticleRenderer.LoadContent(FNA.Game_cl.BaseInstance.Content); }
public Scene(Game1 game) { this.m_game = game; DirectionalLights = new List<TestBed.Lighting.DirectionalLight>(); PointLights = new List<PointLight>(); ParticleEffects = new List<LightCausingParticleObject>(); m_particleRenderer = new SpriteBatchRenderer() { GraphicsDeviceService = m_game.graphics }; }
public Box(Game game, Vector2 position) : base(game) { mContentManager = new ContentManager(game.Services); mWorld = (World)game.Services.GetService(typeof(World)); mGraphics = (GraphicsDeviceManager)game.Services.GetService(typeof(GraphicsDeviceManager)); mSpriteBatch = (SpriteBatch)game.Services.GetService(typeof(SpriteBatch)); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = mGraphics }; particleEffect = new ParticleEffect(); }
private float mSpeedTimerInSeconds = 3.5f; // Increase ball speed every 3.5 seconds #endregion Fields #region Constructors public Ball(Texture2D texture, Vector2 position, World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics) : base(world, debugViewXNA, content, graphics) { this.mTexture = texture; this.mWidth = ConvertUnits.ToSimUnits(this.mTexture.Width); this.mHeight = ConvertUnits.ToSimUnits(this.mTexture.Height); this.mOrigin = new Vector2(this.mWidth / 2f, this.mHeight / 2f); this.mSpriteEffects = SpriteEffects.None; this.mPosition = ConvertUnits.ToSimUnits(position); this.mBody = BodyFactory.CreateCircle(this.mWorld, this.Radius, 0.5f, this.mPosition); this.mBody.BodyType = BodyType.Dynamic; this.mBody.Restitution = 1f; this.mBody.Friction = 0; this.mBody.Inertia = float.MaxValue; this.mBody.OnCollision += new OnCollisionEventHandler(OnCollision); this.mBody.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.mWorld.ContactManager.OnBroadphaseCollision += OnBroadphaseCollision; this.mBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(OnAfterCollision); this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleEffect = new ParticleEffect(); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEffect = this.mContent.Load<ParticleEffect>(@"Effects\basicSparks"); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEffect.Initialise(); this.LoadContent(); }
public Paddle(Texture2D texture, Vector2 position, World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics) : base(world, debugViewXNA, content, graphics) { this.mTexture = texture; this.mWidth = ConvertUnits.ToSimUnits(this.mTexture.Width); this.mHeight = ConvertUnits.ToSimUnits(this.mTexture.Height); this.mOrigin = new Vector2(this.mWidth / 2f, this.mHeight / 2f); this.mSpriteEffects = SpriteEffects.None; this.mPosition = ConvertUnits.ToSimUnits(position); this.mBody = BodyFactory.CreateRectangle(this.mWorld, this.mWidth, this.mHeight, 1f, this.mPosition); this.mBody.BodyType = BodyType.Dynamic; this.mJointWorldAnchor = this.mPosition; this.mFixedPrismJoint = new FixedPrismaticJoint(this.mBody, this.mJointWorldAnchor, this.mJointAxis); this.mFixedPrismJoint.LimitEnabled = true; this.mFixedPrismJoint.LowerLimit = this.mJointLowerLimit; this.mFixedPrismJoint.UpperLimit = this.mJointUpperLimit; this.mFixedPrismJoint.Enabled = true; this.mWorld.AddJoint(this.mFixedPrismJoint); this.mBody.OnCollision += new OnCollisionEventHandler(OnCollision); this.mBody.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.mBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(OnAfterCollision); this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleEffect = new ParticleEffect(); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEffect = this.mContent.Load<ParticleEffect>(@"Effects\basicSparks"); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEffect.Initialise(); }
public MercuryLineParticleEffect(Renderer renderer, Emitter emitter) { _renderer = renderer; _emitter = (LineEmitter)emitter; }
/// <summary> /// Draws the specified effect. /// </summary> /// <param name="effect">The effect.</param> /// <param name="renderer">The renderer.</param> public void Draw(ParticleEffect effect, Renderer renderer) { this.uxActiveParticlesLabel.Text = String.Format("{0} Active Particles", effect.ActiveParticlesCount); this.uxEffectPreview.ParticleEffect = effect; this.uxEffectPreview.Renderer = renderer; this.uxEffectPreview.Invalidate(); }
public MainGame() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = gameWidth; graphics.PreferredBackBufferHeight = gameHeight; //graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width; //graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height; this.graphics.IsFullScreen = isFullScreen; Content.RootDirectory = "Content"; /* particleEffect = new ParticleEffect { new Emitter { Budget = 1000, Term = 3f, Name = "FirstEmitter", BlendMode = EmitterBlendMode.Alpha, ReleaseQuantity = 100, ReleaseRotation = new VariableFloat {Value = 0f, Variation = MathHelper.Pi}, ReleaseScale = 64f, ReleaseSpeed = new VariableFloat { Value = 64f , Variation = 32f }, ParticleTextureAssetName = "particle1", Modifiers = new ModifierCollection { new OpacityModifier { Initial= 1f, Ultimate = 0f, }, new ColourModifier { InitialColour = Color.Tomato.ToVector3(), UltimateColour = Color.LimeGreen.ToVector3(), }, }, }, }; */ particleEffect = new ParticleEffect(); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; }
private void SwitchRenderer(string type) { switch (type) { case "PointSpriteRenderer": { this.Renderer = new PointSpriteRenderer { BlendMode = SpriteBlendMode.Additive, GraphicsDeviceService = this.GraphicsDeviceManager }; this.Renderer.LoadContent(base.Content); break; } case "SpriteBatchRenderer": { this.Renderer = new SpriteBatchRenderer { BlendMode = SpriteBlendMode.Additive, GraphicsDeviceService = this.GraphicsDeviceManager }; this.Renderer.LoadContent(base.Content); break; } } this.ControlPanel.RendererPropertyGridWrapper = this.Renderer; }
public GOEffect(GraphicsDeviceManager _graphics, ContentManager _Content) { graphics = _graphics; Content = _Content; effect = new ParticleEffect(); renderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics}; Visible = true; }
public Snake() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; dlgHiScore = new ModalHiScoreDialog(); xmler = new XmlSerializer(typeof(HighScoreList)); if (File.Exists(System.Environment.CurrentDirectory + "\\HighScores.xml")) { XmlReader reader = XmlReader.Create(System.Environment.CurrentDirectory + "\\HighScores.xml"); highScores = xmler.Deserialize(reader) as HighScoreList; reader.Close(); highScores.Scores.Sort(); highScores.Scores.Reverse(); } else highScores = new HighScoreList(); renderer = new SpriteBatchRenderer() { GraphicsDeviceService = graphics }; explode = new ParticleEffect(); crunch = Content.Load<SoundEffect>("crunch"); boom = Content.Load<SoundEffect>("boom"); hurt = Content.Load<SoundEffect>("hurt"); }
public MercuryPointParticleEffect(Renderer renderer, Emitter trailEmitter, Emitter explosionEmitter) { this.Renderer = renderer; this.TrailEmitter = trailEmitter; this.ExplosionEmitter = explosionEmitter; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Create new renderer and set its graphics devide to "this" device myRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; myEffect = new ParticleEffect(); }
public ParticleEffectManager(GraphicsDeviceManager graphics, ref Matrix transform) { particleRenderer = new SpriteBatchRenderer(); particleRenderer.GraphicsDeviceService = graphics; this.transform = transform; }
/// <summary> /// Constructor which specifies a renderer. /// </summary> /// <param name="game">A reference to the game object.</param> /// <param name="renderer">The renderer used to render the effect.</param> public ParticleEffect(Game game, Renderer renderer) : base(game) { game.Components.Add(this); this._renderer = renderer; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "Content"); #region Instantiating Fields: gameFont = ScreenManager.Font; world = new GameWorld(9.8f * Vector2.UnitY, 0.4f, new Camera2D(ScreenManager.GraphicsDevice)); player = new Player(this, world, camera); player.Initialize(); player.Position = new Vector2(0, 50); scenario = new Scenario(this, world, camera); scenario.Initialize(); camera.Zoom = 7f; camera.trakingSpeedMult = new Vector2(0.5f, 0.25f); camera.trakingOffset = new Vector2(0f, -2f); camera.TrackingBody = player.getBody(0); camera.Update(new GameTime()); camera.Jump2Target(); debugView = new DebugViewXNA(world); debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.PerformanceGraph); debugView.AppendFlags(DebugViewFlags.ContactNormals | DebugViewFlags.ContactPoints); debugView.DefaultShapeColor = Color.Black; debugView.SleepingShapeColor = Color.LightGray; collectibles = new List<Collectible>(); myEffect = new ParticleEffect(); myRenderer = new SpriteBatchRenderer { GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService)) }; sbRenderer = new SpriteBatchRenderer { GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService)) }; #endregion loadContent(content); ScreenManager.Game.ResetElapsedTime(); } }
/// <summary> /// Initializes a new instance of the <see cref="GravitySensor"/> class. /// </summary> /// <param name="world">The World object.</param> /// <param name="debugViewXNA">The DebugViewXNA object.</param> /// <param name="content">The ContentManager object.</param> /// <param name="graphics">The GraphicsDeviceManager object.</param> /// <param name="position">The initial position of the sensor.</param> /// <param name="radius">The radius of the sensor's shape.</param> /// <param name="density">The density of the sensor.</param> /// <param name="strength">The gravity strength of the sensor.</param> /// <param name="minRadius">The minimum radius the gravity can affect.</param> /// <param name="maxRadius">The maximum radius the gravity can affect.</param> /// <param name="effect">The ParticleEffect for the sensor.</param> /// <param name="screenManager">The ScreenManager object.</param> public GravitySensor(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, Vector2 position, float radius, float density, float strength, float minRadius, float maxRadius, ScreenManager.ScreenManager screenManager ) : base(world, debugViewXNA, content, graphics, position, radius, density, strength, minRadius, maxRadius) { this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleManager = new ParticleEffectManager(this.mParticleRenderer); this.mEmitter = new CircleEmitter { Radius = this.mRadius, Ring = true, Radiate = true, Budget = 500, ReleaseColour = new VariableFloat3 { Value = new Vector3(0, 1, 1), Variation = new Vector3(0, 0, 0) }, ReleaseQuantity = 4, ReleaseImpulse = new Vector2(0, 0), ReleaseOpacity = new VariableFloat { Value = 1f, Variation = 0f }, ReleaseRotation = new VariableFloat { Value = 3.14f, Variation = 3.14f }, ReleaseSpeed = new VariableFloat { Value = 50f, Variation = 25f }, ReleaseScale = new VariableFloat { Value = 48f, Variation = 32f }, BlendMode = EmitterBlendMode.Add, Term = 0.9f, MinimumTriggerPeriod = 0f }; this.mEmitter.ParticleTexture = mContent.Load<Texture2D>(@"Textures\LensFlare"); this.mEmitter.Modifiers.Add(new ColourModifier { InitialColour = Color.White.ToVector3(), UltimateColour = Color.Aqua.ToVector3() }); this.mEmitter.Modifiers.Add(new RotationRateModifier { InitialRate = 10f, FinalRate = 1f }); this.mEmitter.Modifiers.Add(new OpacityInterpolatorModifier { InitialOpacity = 0f, MiddleOpacity = 0.15f, MiddlePosition = 0.7f, FinalOpacity = 0f }); this.mParticleEffect = new ParticleEffect { this.mEmitter }; this.mParticleEffect.Initialise(); this.mParticleManager.Add(this.mParticleEffect); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEnabled = true; this.mWorld.ContactManager.BeginContact += BeginContact; this.mWorld.ContactManager.EndContact += EndContact; this.mInfo = new SensorInfoText(this.mContent, this.mGraphics, ConvertUnits.ToDisplayUnits(this.mPosition), Color.White); }
/// <summary> /// Initializes a new instance of the <see cref="GravitySensor"/> class. /// </summary> /// <param name="world">The World object.</param> /// <param name="debugViewXNA">The DebugViewXNA object.</param> /// <param name="content">The ContentManager object.</param> /// <param name="graphics">The GraphicsDeviceManager object.</param> /// <param name="position">The initial position of the sensor.</param> /// <param name="radius">The radius of the sensor's shape.</param> /// <param name="density">The density of the sensor.</param> /// <param name="strength">The gravity strength of the sensor.</param> /// <param name="minRadius">The minimum radius the gravity can affect.</param> /// <param name="maxRadius">The maximum radius the gravity can affect.</param> /// <param name="effect">The ParticleEffect for the sensor.</param> /// <param name="screenManager">The ScreenManager object.</param> public GravitySensor(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, Vector2 position, float radius, float density, float strength, float minRadius, float maxRadius, ParticleEffect effect, ScreenManager.ScreenManager screenManager ) : base(world, debugViewXNA, content, graphics, position, radius, density, strength, minRadius, maxRadius) { this.mParticleEffect = effect; this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleManager = new ParticleEffectManager(this.mParticleRenderer); this.mParticleManager.Add(this.mParticleEffect); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEffect.Initialise(); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEnabled = true; this.mWorld.ContactManager.BeginContact += BeginContact; this.mWorld.ContactManager.EndContact += EndContact; this.mInfo = new SensorInfoText(this.mContent, this.mGraphics, ConvertUnits.ToDisplayUnits(this.mPosition), Color.White); }
public static void Initialize(GraphicsDeviceManager graphics, ContentManager Content) { pContent = Content; effects = new Dictionary<string, ParticleEffect>(); shaders = new Dictionary<string, Microsoft.Xna.Framework.Graphics.Effect>(); animations = new List<ShaderAnimation>(); pRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; }
public GOEffect(GraphicsDeviceManager _graphics, ContentManager _Content, string _fileName) { graphics = _graphics; Content = _Content; renderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; effect = new ParticleEffect(); fileName = _fileName; effect = Content.Load<ParticleEffect>(fileName); effect.LoadContent(Content); effect.Initialise(); renderer.LoadContent(Content); Visible = true; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; // Create new renderer and set its graphics devide to "this" device myRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics }; myEffect = new ParticleEffect(); //graphics.IsFullScreen = true; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; #region paticle initial particleEffect = new ParticleEffect { new Emitter { Budget = 1000, Term = 3f, Name = "FirstEmitter", BlendMode = EmitterBlendMode.Alpha, ReleaseQuantity = 3, ReleaseRotation = new VariableFloat{Value = 0f, Variation = MathHelper.PiOver2}, ReleaseSpeed = new VariableFloat{Value = 64f, Variation = 32f}, ReleaseScale = 48f, ParticleTextureAssetName = "images\\smoke", Modifiers = new ModifierCollection { new OpacityModifier { Initial = 1f, Ultimate = 0f, }, new ColourModifier { InitialColour = Color.DarkRed.ToVector3(), UltimateColour = Color.YellowGreen.ToVector3(), }, }, }, }; particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = graphics, }; #endregion rnd = new Random(); graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1024; }