Inheritance: Urho.Component
Beispiel #1
0
		async void CreateScene()
		{
			scene = new Scene();
			scene.CreateComponent<Octree>();

			var physics = scene.CreateComponent<PhysicsWorld>();
			physics.SetGravity(new Vector3(0, 0, 0));

			// Camera
			var cameraNode = scene.CreateChild();
			cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f));
			cameraNode.CreateComponent<Camera>();
			Viewport = new Viewport(Context, scene, cameraNode.GetComponent<Camera>(), null);

			RenderPath effectRenderPath = Viewport.RenderPath.Clone();
			var fxaaRp = ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3);
			effectRenderPath.Append(fxaaRp);
			Viewport.RenderPath = effectRenderPath;

			Renderer.SetViewport(0, Viewport);

			var zoneNode = scene.CreateChild();
			var zone = zoneNode.CreateComponent<Zone>();
			zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f));
			zone.AmbientColor = new Color(1f, 1f, 1f);
			
			// UI
			coinsText = new Text();
			coinsText.HorizontalAlignment = HorizontalAlignment.Right;
			coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20);
			UI.Root.AddChild(coinsText);
			Input.SetMouseVisible(true, false);

			// Background
			var background = new Background();
			scene.AddComponent(background);
			background.Start();

			// Lights:
			var lightNode = scene.CreateChild();
			lightNode.Position = new Vector3(0, -5, -40);
			lightNode.AddComponent(new Light { Range = 120, Brightness = 0.8f });

			// Game logic cycle
			bool firstCycle = true;
			while (true)
			{
				var startMenu = scene.CreateComponent<StartMenu>();
				await startMenu.ShowStartMenu(!firstCycle); //wait for "start"
				startMenu.Remove();
				await StartGame();
				firstCycle = false;
			}
		}
Beispiel #2
0
		async void CreateScene()
		{
			scene = new Scene();
			scene.CreateComponent<Octree>();

			var physics = scene.CreateComponent<PhysicsWorld>();
			physics.SetGravity(new Vector3(0, 0, 0));

			// Camera
			var cameraNode = scene.CreateChild();
			cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f));
			cameraNode.CreateComponent<Camera>();
			
			Renderer.SetViewport(0, Viewport = new Viewport(Context, scene, cameraNode.GetComponent<Camera>(), null));

			// UI
			coinsText = new Text();
			coinsText.HorizontalAlignment = HorizontalAlignment.Right;
			coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20);
			UI.Root.AddChild(coinsText);
			Input.SetMouseVisible(true, false);

			// Background
			var background = new Background();
			scene.AddComponent(background);
			background.Start();

			// Lights:
			var lightNode1 = scene.CreateChild();
			lightNode1.Position = new Vector3(0, -5, -40);
			lightNode1.AddComponent(new Light {  Range = 120, Brightness = 1.5f });

			var lightNode2 = scene.CreateChild();
			lightNode2.Position = new Vector3(10, 15, -12);
			lightNode2.AddComponent(new Light {  Range = 30.0f, Brightness = 1.5f });

			// Game logic cycle
			while (true)
			{
				var startMenu = scene.CreateComponent<StartMenu>();
				await startMenu.ShowStartMenu(); //wait for "start"
				startMenu.Remove();
				await StartGame();
			}
		}