Ejemplo n.º 1
0
        public virtual void Initialize()
        {
            ComponentFactory factory = new ComponentFactory(monoNet.Content);

            stage = new Stage(10, new Pool <Actor>(50, 10)); // TODO: LAYERS

            Actor serviceActor = stage.CreateActor(0);

            gameManager = serviceActor.AddComponent <GameManager>();
            GameManager.screenDimensions = new Vector2(monoNet.GraphicsDevice.Viewport.Width, monoNet.GraphicsDevice.Viewport.Height);

            Physic physic = Physic.Instance;

            physic.collisionRules.Add(new MultiKey <int>(GameManager.physicsPlayerLayer, GameManager.physicsWeaponLayer), false);
            physic.collisionRules.Add(new MultiKey <int>(GameManager.physicsBulletLayer, GameManager.physicsBulletLayer), false);

            tiledBase = serviceActor.AddComponent <TiledBase>();
            tiledBase.Set(monoNet.Content);

            hitboxLoader = new HitboxLoader(stage);
            tiledBase.OnCollisionHitboxLoaded += hitboxLoader.OnCollisionHitboxLoaded;

            camera = new Camera(monoNet.GraphicsDevice.Viewport);
            UI     = new LevelUI();
        }
Ejemplo n.º 2
0
        protected override void LoadContent()
        {
            base.LoadContent();


            ComponentFactory factory = new ComponentFactory(Content);

            graphics.PreferredBackBufferWidth  = 1920; // set this value to the desired width of your window
            graphics.PreferredBackBufferHeight = 1080; // set this value to the desired height of your window
            graphics.ApplyChanges();

            TextureRegion orangeRegion = new TextureRegion(Content.Load <Texture2D>("Test/orangeSquare"), 0, 0, 32, 32);

            HitboxLoader hitboxLoader = new HitboxLoader(stage);
            BoxSpawn     boxSpawn     = new BoxSpawn(factory.playerWalk[0], stage);

            playerSpawns = new PlayerSpawnLocations();
            //GunSpawn gunSpawn = new GunSpawn(factory.gunRegions, stage);

            Physic.Instance.collisionRules.Add(new MultiKey <int>(1, 2), false);

            Actor     baseActor = stage.CreateActor(0);
            TiledBase tiledBase = baseActor.AddComponent <TiledBase>();

            tiledBase.Set(Content);
            tiledBase.OnCollisionHitboxLoaded += hitboxLoader.OnCollisionHitboxLoaded;
            tiledBase.OnObjectLoaded          += boxSpawn.OnObjectLoaded;
            tiledBase.OnObjectLoaded          += playerSpawns.OnObjectLoaded;
            //tiledBase.OnObjectLoaded += gunSpawn.OnObjectLoaded;

            TiledMapComponent[] components = tiledBase.AddMap(stage, "maps/level1", true, true);
        }
Ejemplo n.º 3
0
        protected override void LoadContent()
        {
            base.LoadContent();

            Actor     baseActor = stage.CreateActor(0);
            TiledBase tiledBase = baseActor.AddComponent <TiledBase>();

            tiledBase.Set(Content);

            TextureRegion region = new TextureRegion(Content.Load <Texture2D>("Test/testingLayers"), 0, 0, 20, 20);

            tiledBase.OnObjectLoaded += new TiledTestPlayerLoader(stage, region).OnObjectLoaded;

            Actor mapActor = stage.CreateActor(0);

            mapActor.AddComponent <Transform2>().WorldPosition = new Vector2(0, 0);
            tiledBase.AddMap(mapActor, "Test/DatMapWithObjectLayer");
            mapActor.AddComponent <TiledTestMoverAndScaler>();
        }