Ejemplo n.º 1
0
 /// <summary>
 /// Creates a new GameObject with a default animation/
 /// </summary>
 /// <param name="animation">The default animation. The animation will have its <see cref="Surfaces.AnimatedSurface.Name"/> property changesd to "default".</param>
 public GameObject(AnimatedSurface animation)
 {
     renderer       = new Renderers.SurfaceRenderer();
     font           = animation.Font;
     animation.Name = "default";
     Animation      = animation;
     Animations.Add("default", animation);
 }
Ejemplo n.º 2
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 /// <summary>
 /// Creates a new Scene from an existing <see cref="LayeredSurface"/>.
 /// </summary>
 /// <param name="surface">The surface for the scene.</param>
 /// <param name="renderer">The renderer for the surface.</param>
 public Scene(ISurface surface, Renderers.ISurfaceRenderer renderer)
 {
     Surface         = new SurfaceEditor(surface);
     SurfaceRenderer = renderer;
     Objects         = new List <GameObject>();
     Zones           = new List <Zone>();
     Hotspots        = new List <Hotspot>();
 }
Ejemplo n.º 3
0
 /// <summary>
 /// Creates a new GameObject.
 /// </summary>
 public GameObject(int width, int height, Font font)
 {
     renderer  = new Renderers.SurfaceRenderer();
     this.font = font;
     Animation = new AnimatedSurface("default", width, height, Global.FontDefault);
     animation.CreateFrame();
     Animations.Add("default", animation);
 }
Ejemplo n.º 4
0
        /// <summary>
        /// Loads scene from a file.
        /// </summary>
        /// <param name="file">The source file.</param>
        /// <param name="surface">The surface for the scene.</param>
        /// <param name="renderer">The renderer used to draw the surface.</param>
        /// <returns></returns>
        public static Scene Load(string file, ISurface surface, Renderers.ISurfaceRenderer renderer)
        {
            var scene = (Scene)Serializer.Load <SerializedTypes.SceneSerialized>(file);

            scene.Surface.TextSurface = surface;
            scene.SurfaceRenderer     = renderer;

            scene.OnCalculateRenderPosition();

            return(scene);
        }