Example #1
0
 public override void LoadContent()
 {
     _debug = new DebugViewXNA(_world);
     _debug.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content);
     _debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
     _debug.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints);
 }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            font   = Content.Load <SpriteFont>("font");
            cursor = new SpriteSheet("cursor");
            cursor.LoadTexture(Content, 1, 1);
            cursor.SetScale(2f);
            cursor.SetCurrentSprite(0, 0);

            movePointer = new SpriteAnimation("movepointer", Content, 8, 1);
            movePointer.SetScale(1f);
            for (int i = 0; i < 8; i++)
            {
                movePointer.AddFrame(i, 0, 50);
            }

            if (DebugView == null)
            {
                DebugView = new DebugViewXNA(Physics.World);
                DebugView.AppendFlags(DebugViewFlags.DebugPanel);
                DebugView.AppendFlags(DebugViewFlags.PerformanceGraph);
                DebugView.DefaultShapeColor  = Color.White;
                DebugView.SleepingShapeColor = Color.Red;
                DebugView.LoadContent(GraphicsDevice, Content);
            }
        }
Example #3
0
        public override void StartFrame()
        {
            if (!m_debugView.Loaded && Engine.Renderer != null)
            {
                m_debugView.LoadContent(Engine.Renderer.Device, Engine.AssetManager.ContentManager);
                m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass);
                m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints);
                m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints);
                m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);

                Engine.Renderer.RenderLayers["DebugPhysicsOverlay"].Renderables.Add(this);
            }

            float timeCoef = Engine.Debug.EditSingle("TimeCoef", 0.85f);

            Engine.World.UpdatePrePhysics();
            m_world.Step(Engine.GameTime.ElapsedMS * 0.001f * timeCoef);

            //fix rigidBody
            foreach (var go in Engine.World.GameObjects)
            {
                if (go.RigidBodyCmp != null)
                {
                    go.RigidBodyCmp.UpdateGameObjectPosition();
                }
            }

            Engine.World.UpdatePostPhysics();
        }
Example #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (world == null)
            {
                world = new World(new Vector2(0, 9.82f));
            }
            else
            {
                world.Clear();
            }

            this.IsMouseVisible = true;

            lvlBuilder = new LevelBuilder(Content, world);
            lvlBuilder.readLevel("level1.txt");

            backgroundTexture = Content.Load <Texture2D>("cornflowerback");

            objectList = lvlBuilder.getLevelObjects();

            //FarseerPhysics.Collision
            font = Content.Load <SpriteFont>("font");

            debugView = new DebugViewXNA(world);
            debugView.LoadContent(this.GraphicsDevice, this.Content);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints);
            //debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass);
            // TODO: use this.Content to load your game content here
        }
Example #5
0
        //TODO: debugview in eiegene componente auslagern

        public WorldManager()
        {
            this.WorldStep = 30f;

            this.IsEnabled       = true;
            this.EntitiesInRange = new List <Entity>();
            this.World           = new World(Vector2.Zero);


#if DEBUG
            debug = new DebugViewXNA(this.World);
            debug.DefaultShapeColor  = Color.White;
            debug.SleepingShapeColor = Color.LightGray;


            //    debug.AppendFlags(DebugViewFlags.PerformanceGraph);

            //    debug.AppendFlags(DebugViewFlags.DebugPanel);

            debug.AppendFlags(DebugViewFlags.ContactPoints);
            //     debug.AppendFlags(DebugViewFlags.ContactNormals);


            //      debug.AppendFlags(DebugViewFlags.PolygonPoints);


            debug.AppendFlags(DebugViewFlags.Controllers);
            debug.AppendFlags(DebugViewFlags.CenterOfMass);
            debug.AppendFlags(DebugViewFlags.AABB);

            debug.RemoveFlags(DebugViewFlags.Joint);
#endif
        }
Example #6
0
        private void TryInitPhysDbg()
        {
            if (Physics.World == null)
            {
                dbgv_?.Dispose();
                return;
            }

            if (dbgv_ != null)
            {
                return;
            }

            dbgv_ = new DebugViewXNA(Physics.World);
            dbgv_.LoadContent(Graphics.Device, Content.Manager);
            dbgv_.RemoveFlags((DebugViewFlags)Int32.MaxValue);
            //        dbgv_.AppendFlags(DebugViewFlags.AABB);
            dbgv_.AppendFlags(DebugViewFlags.CenterOfMass);
            //        dbgv_.AppendFlags(DebugViewFlags.ContactNormals);
            dbgv_.AppendFlags(DebugViewFlags.ContactPoints);
            //        dbgv_.AppendFlags(DebugViewFlags.Controllers);
            //        dbgv.AppendFlags(DebugViewFlags.DebugPanel);
            dbgv_.AppendFlags(DebugViewFlags.Joint);
            //        dbgv.AppendFlags(DebugViewFlags.PerformanceGraph);
            dbgv_.AppendFlags(DebugViewFlags.PolygonPoints);
            dbgv_.AppendFlags(DebugViewFlags.Shape);
        }
Example #7
0
 public override void LoadContent()
 {
     _debug = new DebugViewXNA(_world);
     _debug.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content);
     _debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
     _debug.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints);
 }
Example #8
0
 public Scene(SpriteBatch sb, GraphicsDeviceManager graphicsDeviceManager, GraphicsDevice gd, GameWindow window,
              ContentManager content, int FOVWidth, int FOVHeight, IDrawSystem system = null)
 {
     buffer                 = new RenderTarget2D(gd, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight);
     GraphicsDevice         = gd;
     SpriteBatch            = sb;
     _graphicsDeviceManager = graphicsDeviceManager;
     Content                = content;
     GameWindow             = window;
     Camera                 = new Camera(this, gd.Viewport)
     {
         FOV = new Vector2(FOVWidth, FOVHeight)
     };
     Input.Instance              = new Input(this);
     GameObjects                 = new GameObjectManager(this);
     TiledPrefabs                = new Dictionary <string, Type>();
     World                       = new World(Vector2.Zero);
     Settings.AllowSleep         = true;
     Settings.VelocityIterations = 2;
     Settings.ContinuousPhysics  = true;
     DebugView                   = new DebugViewXNA(World);
     DebugView.RemoveFlags(DebugViewFlags.Shape);
     DebugView.RemoveFlags(DebugViewFlags.Joint);
     DebugView.DefaultShapeColor  = Color.LightPink;
     DebugView.SleepingShapeColor = Color.MediumPurple;
     DebugView.LoadContent(GraphicsDevice, content);
     DebugView.AppendFlags(DebugViewFlags.DebugPanel);
     DebugView.AppendFlags(DebugViewFlags.PerformanceGraph);
     Debug = true;
     LoadedTiledPrefabs = new List <TiledPrefab>();
     Pipeline           = new CludoContentPipeline(gd);
     Vector             = Pipeline.LoadContent <Texture2D>("Vector", content, true);
     Line = new Texture2D(GraphicsDevice, 1, 1);
     Line.SetData(new[] { Color.White });
     GameWindow.ClientSizeChanged +=
         (sender, args) => {
         VirtualResolutionScaler = new VirtualResolutionScaler(this,
                                                               graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight,
                                                               gd, true);
     };
     VirtualResolutionScaler = new VirtualResolutionScaler(this,
                                                           graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight,
                                                           gd, true);
     Pipeline.LoadContent <SpriteFont>("Font", Content, true);
     if (system == null)
     {
         SetDrawSystem(new NormalDrawSystem(GraphicsDevice, this,
                                            new Vector2(graphicsDeviceManager.PreferredBackBufferWidth,
                                                        graphicsDeviceManager.PreferredBackBufferHeight)));
     }
     else
     {
         SetDrawSystem(system);
     }
     StartScene();
 }
Example #9
0
        public WorldScreen(Game Game)
            : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY)
        {
            GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80);
            GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000);

            DebugWindow.Visible = false;
            DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow);
            AddGUI(DebugWindow);

            LE = new LightingEngine();
            Color a = new Color(ambient, ambient, ambient);

            LE.SetAmbient(a, a);
            //LE.SetAmbient(Color.Gray, Color.Gray);
            Renderer.AddRendererEffect(LE, "LightingEngine");

            LoadContent();

            Map = new Map(this, tileSize, mapSize);
            //Renderer.AddPostProcess(new BlurEffect(), "Blur");
            SE               = new BlurSwitchEffect();
            SE.MaxTime       = 1f;
            SE.TurnOffAction = delegate() { Renderer.RemovePostProcess("Switch"); };
            Renderer.AddPostProcess(SE, "Switch");

            Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize));

            PlayerLight = new SpotLight()
            {
                IsEnabled         = true,
                Color             = new Vector4(0.9f, .7f, .7f, 1f),
                Power             = .6f,
                LightDecay        = 600,
                Position          = new Vector3(500, 400, 20),
                SpotAngle         = 1.5f,
                SpotDecayExponent = 3,
                Direction         = new Vector3(0.244402379f, 0.969673932f, 0)
            };
            LE.AddLight(PlayerLight);

            Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints);
            Debug.DefaultShapeColor  = Color.White;
            Debug.SleepingShapeColor = Color.LightGray;
            Debug.LoadContent(Parent.GraphicsDevice, Parent.Content);

            //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10);
            //Serializer.Serialize<Weapon>("weapon.xml", w);
        }
Example #10
0
        private void SetupDebug()
        {
            // create and configure the debug view
            _debugView = new DebugViewXNA(PhysicsWorld);

            _debugView.AppendFlags(DebugViewFlags.PerformanceGraph);
            _debugView.AppendFlags(DebugViewFlags.CenterOfMass);
            _debugView.AppendFlags(DebugViewFlags.Shape);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            //_debugView.AppendFlags(DebugViewFlags.AABB);

            _debugView.DefaultShapeColor  = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);
        }
        public override void LoadContent()
        {
            base.LoadContent();
            if (World == null)
            {
                return;
            }

            DebugView = new DebugViewXNA(World);
            DebugView.AppendFlags(DebugViewFlags.TexturedShape);
            DebugView.RemoveFlags(DebugViewFlags.Shape);
            DebugView.RemoveFlags(DebugViewFlags.Joint);

            DebugView.DefaultShapeColor  = Color.White;
            DebugView.SleepingShapeColor = Color.LightGray;

            DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager);
            Vector2 gameWorld =
                Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth,
                                                          ScreenManager.Camera.ScreenHeight));

            _border = new Border(World, gameWorld.X, gameWorld.Y, 1f);

            ScreenManager.Camera.ProjectionUpdated += UpdateScreen;

            // Loading may take a while... so prevent the game from "catching up" once we finished loading
            ScreenManager.Game.ResetElapsedTime();
        }
Example #12
0
        public ControllerViewManager(GraphicsDevice graphicsDevice, ContentManager content)
        {
            controllers = new List <Controller>();
            views       = new List <IView>();

            this.content         = content;
            this.graphicsDevice  = graphicsDevice;
            this.batch           = new SpriteBatch(graphicsDevice);
            this.world           = new World(new Vector2(0, Constants.GamePlayGravity));
            this.controllerQueue = new ConcurrentQueue <Tuple <Controller, QueueState> >();
            this.viewQueue       = new ConcurrentQueue <Tuple <IView, QueueState> >();

            if (Constants.DebugMode && debugView == null)
            {
                debugView = new DebugViewXNA(world);
                debugView.AppendFlags(DebugViewFlags.DebugPanel);
                debugView.DefaultShapeColor  = Color.Red;
                debugView.SleepingShapeColor = Color.Green;
                debugView.LoadContent(graphicsDevice, content);
            }

            if (camera == null)
            {
                Viewport v = graphicsDevice.Viewport;
                camera          = new Camera2D(graphicsDevice);
                camera.Position = new Vector2(v.Width / 2, v.Height / 2);
            }
            else
            {
                camera.ResetCamera();
            }
        }
        public override void LoadContent()
        {
            base.LoadContent();
            if (World == null)
                return;

            DebugView = new DebugViewXNA(World);
            DebugView.AppendFlags(DebugViewFlags.TexturedShape);
            DebugView.RemoveFlags(DebugViewFlags.Shape);
            DebugView.RemoveFlags(DebugViewFlags.Joint);

            DebugView.DefaultShapeColor = Color.White;
            DebugView.SleepingShapeColor = Color.LightGray;

            DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager);
            Vector2 gameWorld =
                Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth,
                                                          ScreenManager.Camera.ScreenHeight));
            _border = new Border(World, gameWorld.X, gameWorld.Y, 1f);

            ScreenManager.Camera.ProjectionUpdated += UpdateScreen;

            // Loading may take a while... so prevent the game from "catching up" once we finished loading
            ScreenManager.Game.ResetElapsedTime();
        }
Example #14
0
        /// <summary>
        /// Initializes a new <see cref="Scene"/> instance.
        /// </summary>
        public Scene()
        {
            World                = new World(Vector2.Zero);
            DebugView            = new DebugViewXNA(World);
            gameObjects          = new Dictionary <string, GameObject>();
            addedGameObjects     = new Dictionary <string, GameObject>();
            destroyedGameObjects = new List <GameObject>();

            Camera          = new Camera();
            BackgroundColor = Color.White;

            DebugView.AppendFlags(DebugViewFlags.DebugPanel);
            DebugView.AppendFlags(DebugViewFlags.ContactPoints);
            DebugView.AppendFlags(DebugViewFlags.ContactNormals);
            DebugView.LoadContent(GameManager.Instance.GraphicsDevice, GameManager.Instance.Content);
            DebugView.Enabled = false;
        }
Example #15
0
        public Map(GraphicsDevice pDevice, ContentManager content, int pTileWidth, int pTileHeight, int pWidth, int pHeight)
        {
            ConvertUnits.SetDisplayUnitToSimUnitRatio(100);
            entityList = new List<MapEntity>();
            verticesList = new List<Vector2>();
            //light = content.Load<Texture2D>("lightmask");
            effect = content.Load<Effect>("File");
            //effect.Parameters["lightMask"].SetValue(light);
            prevState = Keyboard.GetState();
            hud = new Hud(new string[] { "Undertale is bad,\nand so am I." }, content);
            speaking = false;
            blocks = new List<Body>();
            tileWidth = pTileWidth;
            tileHeight = pTileHeight;
            width = pWidth;
            height = pHeight;
            g = pDevice;
            cont = content;

            menu = new Menu(content, null);

            camera = new Camera2D(pDevice);
            debug = content.Load<Texture2D>("overworld_gutter");

            tMap = content.Load<TiledMap>("Map/Tazmily/Tazmily");
            mapRenderer = new TiledMapRenderer(pDevice);

            world = new World(Vector2.Zero);
            //world.ContactManager.OnBroadphaseCollision += BroadphaseHandler;
            //world.ContactManager.EndContact += EndContactHandler;
            debugView = new DebugViewXNA(world);
            debugView.LoadContent(pDevice, content);
            //debugView.AppendFlags(DebugViewFlags.DebugPanel);
            //debugView.AppendFlags(DebugViewFlags.PolygonPoints);
            //debugView.AppendFlags(DebugViewFlags.ContactPoints);
            //debugView.AppendFlags(DebugViewFlags.AABB);
            debugView.AppendFlags(DebugViewFlags.Shape);
            debugView.DefaultShapeColor = Color.Green;

            //camera.Position = player.body.Position;
            //Console.WriteLine("Scunt: " + tMap.ObjectLayers.Count);
            player = new Player(world, content, 16, 23);
            //npc = new NPC(world, content, colArray, 2, false, 16, 14, new string[] {"Weebs are worse\nthan fortnite\ngamers.", "Where's the lie?" });

            //Body b1 = BodyFactory.CreateRectangle(world, 3, 3, 1);

            blockDims = new List<Vector2>();
            MakeCollisionBodies();

            npcs = new NPC[] {
                //new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@You wanna see the special?\n@It's a detective story. Some kind of <Columbo>\n  knock-off.\n@Well, ya interested or not?", "@Get outta here." }),
                new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@Your name Steve Foley? Of course it is.\n  You are great. Fantastic.\n@Good job Steve.", "@Get outta here." }),
                //new NewNPC(world, content, player, 0, true, 18, 18, new string[] {"help"}, 4, 1)
            };
            entityList.Add(player);
            foreach (NPC n in npcs)
                entityList.Add(n);
        }
Example #16
0
 void LoadCreateDebugView(World world)
 {
     //create and configure the debug view
     _debugView = new DebugViewXNA(world);
     _debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.AABB | DebugViewFlags.PerformanceGraph | DebugViewFlags.ContactPoints | DebugViewFlags.Controllers);
     _debugView.DefaultShapeColor  = Color.Blue;
     _debugView.SleepingShapeColor = Color.LightGray;
     _debugView.LoadContent(screenManager.GraphicsDevice, _content);
 }
Example #17
0
        public GameWorld(ChopperGame game)
        {
            _content = game.Content;
            _spriteBatch = game.SpriteBatch;
            _graphicsDevice = game.GraphicsDevice;
            _gameInput = game.GameInput;
            _camera = new Camera2D(_graphicsDevice);
            _world = new World(new Vector2(0, 10));
            _timeStep = (float)game.TargetElapsedTime.TotalSeconds;

            _debugView = new DebugViewXNA(_world);
            _debugView.Flags = 0;
            _debugView.AppendFlags(DebugViewFlags.Shape);
            _debugView.AppendFlags(DebugViewFlags.Joint);
            _debugView.SleepingShapeColor = Color.YellowGreen;

            _crates = new List<Crate>();
        }
Example #18
0
        public GameWorld(ChopperGame game)
        {
            _content        = game.Content;
            _spriteBatch    = game.SpriteBatch;
            _graphicsDevice = game.GraphicsDevice;
            _gameInput      = game.GameInput;
            _camera         = new Camera2D(_graphicsDevice);
            _world          = new World(new Vector2(0, 10));
            _timeStep       = (float)game.TargetElapsedTime.TotalSeconds;

            _debugView       = new DebugViewXNA(_world);
            _debugView.Flags = 0;
            _debugView.AppendFlags(DebugViewFlags.Shape);
            _debugView.AppendFlags(DebugViewFlags.Joint);
            _debugView.SleepingShapeColor = Color.YellowGreen;

            _crates = new List <Crate>();
        }
Example #19
0
        public GameWorld(BubbleBobbleGame game)
        {
            _content        = game.Content;
            _spriteBatch    = game.SpriteBatch;
            _graphicsDevice = game.GraphicsDevice;
            _gameInput      = game.GameInput;
            _camera         = new Camera2D(_graphicsDevice);

            // Creates the farseer world with a gravity
            _world = new World(new Vector2(0, 20));

            _timeStep = (float)game.TargetElapsedTime.TotalSeconds;

            // Setup the debug view
            _debugView = new DebugViewXNA(_world);
            _debugView.AppendFlags(DebugViewFlags.Shape);
            _debugView.AppendFlags(DebugViewFlags.PolygonPoints);
            _debugView.AppendFlags(DebugViewFlags.CenterOfMass);
        }
Example #20
0
        public GameWorld(BubbleBobbleGame game)
        {
            _content = game.Content;
            _spriteBatch = game.SpriteBatch;
            _graphicsDevice = game.GraphicsDevice;
            _gameInput = game.GameInput;
            _camera = new Camera2D(_graphicsDevice);

            // Creates the farseer world with a gravity
            _world = new World(new Vector2(0, 20));

            _timeStep = (float)game.TargetElapsedTime.TotalSeconds;

            // Setup the debug view
            _debugView = new DebugViewXNA(_world);
            _debugView.AppendFlags(DebugViewFlags.Shape);
            _debugView.AppendFlags(DebugViewFlags.PolygonPoints);
            _debugView.AppendFlags(DebugViewFlags.CenterOfMass);
        }
Example #21
0
        public override void LoadContent(ContentManager content)
        {
            this.Content    = content;
            player1.texture = content.Load <Texture2D>("dad_sat");
            player2.texture = content.Load <Texture2D>("mom_sat");
            table.texture   = content.Load <Texture2D>("table");
            ending          = content.Load <Song>("co");


            font = content.Load <SpriteFont>("SpriteFont1");
            for (int i = 0; i < N; i++)
            {
                ball[i].texture = content.Load <Texture2D>("ball");
            }
            ball[0].texture = content.Load <Texture2D>("ttukbaegi");
            ball[1].texture = content.Load <Texture2D>("rice_1");
            ball[2].texture = content.Load <Texture2D>("kimchi");
            ball[3].texture = content.Load <Texture2D>("kimchi");
            ball[4].texture = content.Load <Texture2D>("ttukbaegi");
            ball[5].texture = content.Load <Texture2D>("rice_1");
            ball[6].texture = content.Load <Texture2D>("rice_2");
            ball[7].texture = content.Load <Texture2D>("kimchi");
            ball[8].texture = content.Load <Texture2D>("ttukbaegi");
            ball[9].texture = content.Load <Texture2D>("kimchi");

            baby.texture = this.Content.Load <Texture2D>("baby");

            background = this.Content.Load <Texture2D>("background");



            view = new DebugViewXNA(world);
            view.AppendFlags(DebugViewFlags.Shape);
            view.RemoveFlags(DebugViewFlags.Joint);
            view.DefaultShapeColor  = Color.White;
            view.SleepingShapeColor = Color.LightGray;
            view.LoadContent(game.GraphicsDevice, Content);
            if (Camera == null)
            {
                Camera = new Camera2D(game.GraphicsDevice);
            }
            else
            {
                Camera.ResetCamera();
            }
            glass_sfx = content.Load <SoundEffect>("glass");

            hit1_sfx = content.Load <SoundEffect>("hit1");
            hit2_sfx = content.Load <SoundEffect>("hit2");
            bgm      = content.Load <Song>("bgm");
            MediaPlayer.Play(bgm);
            MediaPlayer.IsRepeating = true;

            help_font = content.Load <SpriteFont>("SpriteFont2");
        }
Example #22
0
        public void LoadContent(GraphicsDevice graphicsDevice, ContentManager content, SpriteFont font)
        {
            if (!FarseerEnabled)
            {
                return;
            }

            //_view.LoadContent(graphicsDevice, SceneManager.GlobalContent);
            if (DebugView == null)
            {
                DebugView = new DebugViewXNA(StaticWorld);
                DebugView.AppendFlags(DebugViewFlags.Shape);
                DebugView.AppendFlags(DebugViewFlags.PolygonPoints);
                DebugView.AppendFlags(DebugViewFlags.PerformanceGraph);
                DebugView.AppendFlags(DebugViewFlags.AABB);
                DebugView.DefaultShapeColor  = Color.White;
                DebugView.SleepingShapeColor = Color.LightGray;
                DebugView.LoadContent(graphicsDevice, content, font);
            }
        }
Example #23
0
 private void EnableOrDisableFlag(DebugViewFlags flag)
 {
     if ((debugView.Flags & flag) == flag)
     {
         debugView.RemoveFlags(flag);
     }
     else
     {
         debugView.AppendFlags(flag);
     }
 }
Example #24
0
 public void SwitchDebugViewFlag(DebugViewFlags flag)
 {
     if ((_debugView.Flags & flag) == flag)
     {
         _debugView.RemoveFlags(flag);
     }
     else
     {
         _debugView.AppendFlags(flag);
     }
 }
Example #25
0
        public void Initialize(RenderContext context)
        {
            //Create new savedata file if it doesn't exist yet
            if (!File.Exists(SaveDataFile))
            {
                SaveData data = new SaveData();
                data.HighestDistance = 0;

                XmlWriter.SaveScore(data, SaveDataFile);
            }
            SaveScore(); // actually loads the score

            isActive = true;

            m_ViewPort = context.GraphicsDevice.Viewport;

            //Load a font
            TextRenderer.SetFont(context.Content.Load <SpriteFont>("Font/Standard"));

            //Create player an set him at center of screen
            m_StartPos = new Vector2(context.ViewPortSize.X * 0.25f, context.ViewPortSize.Y * 0.25f);
            m_Player   = new Player(context, m_StartPos);
            m_Player.Initialize(context);
            m_Player.Translate(m_StartPos);

            context.Player = m_Player;

            //Generate a random level
            m_LevelManager = new LevelManager();
            m_LevelManager.Initialize(context);

            //AddParalaxing backgrounds
            m_BgManager = new BackgroundManager(context);
            m_BgManager.AddBackgound(new Background("background", new Vector2(0, 0), 1.0f, false, context));
            m_BgManager.AddBackgound(new Background("1", new Vector2(60, 20), 1.0f, false, context));
            m_BgManager.AddBackgound(new Background("2", new Vector2(100, 70), 1, false, context));
            m_BgManager.AddBackgound(new Background("3", new Vector2(200, 40), 1, false, context));
            m_BgManager.AddBackgound(new Background("4", new Vector2(300, 50), 1, false, context));
            m_BgManager.AddBackgound(new Background("5", new Vector2(400, 200), 1, false, context));

           #if (DEBUG)
            m_MonoDebug = new DebugViewXNA(context.World);
            m_MonoDebug.AppendFlags(DebugViewFlags.DebugPanel);
            m_MonoDebug.DefaultShapeColor  = Color.Red;
            m_MonoDebug.SleepingShapeColor = Color.LightGray;
            m_MonoDebug.LoadContent(context.GraphicsDevice, context.Content);
           #endif

            SoundManager.Play("Background", true);

            HitScreen  = new GameSprite("Textures/GUI/hit", context);
            PickScreen = new GameSprite("Textures/GUI/pickupHit", context);
        }
Example #26
0
        /// <summary>
        /// Call this in LoadContent after all the level is set up
        /// </summary>
        public void ExtablishDebugView(GraphicsDevice graphicsDevice, ContentManager content)
        {
            //Give your world to debugView
            DebugView = new DebugViewXNA(LevelWorld);
            //DebugView have many Property you can add
            DebugView.RemoveFlags(DebugViewFlags.Shape);
            DebugView.RemoveFlags(DebugViewFlags.Joint);
            DebugView.DefaultShapeColor  = Color.LightPink;
            DebugView.SleepingShapeColor = Color.MediumPurple;
            //add your GraphicsDevice & your ContentManager

            DebugView.AppendFlags(DebugViewFlags.CenterOfMass);
            DebugView.AppendFlags(DebugViewFlags.PerformanceGraph);
            DebugView.AppendFlags(DebugViewFlags.Shape);
            DebugView.AppendFlags(DebugViewFlags.ContactPoints);
            DebugView.AppendFlags(DebugViewFlags.PolygonPoints);
            DebugView.AppendFlags(DebugViewFlags.ContactNormals);

            DebugView.DefaultShapeColor  = Color.White;
            DebugView.SleepingShapeColor = Color.LightGray;

            DebugView.DebugPanelPosition     = Vector2.Zero;
            DebugView.PerformancePanelBounds = graphicsDevice.ScissorRectangle;

            DebugView.LoadContent(graphicsDevice, content);
        }
Example #27
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            aKeyboardState = Keyboard.GetState();
            if (aKeyboardState.IsKeyDown(Keys.F12) && previousKeyboardState != aKeyboardState)
            {
                if (debugView.Flags.HasFlag(FarseerPhysics.DebugViewFlags.DebugPanel))
                {
                    debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
                }
                else
                {
                    debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
                    debugView.DebugPanelPosition = new Vector2(0, 0);
                }
            }
            else if (aKeyboardState.IsKeyDown(Keys.F11) && previousKeyboardState != aKeyboardState)
            {
                if (debugView.Enabled)
                {
                    debugView.Enabled = false;
                }
                else if (!debugView.Enabled)
                {
                    debugView.Enabled = true;
                }
            }
            else if (aKeyboardState.IsKeyDown(Keys.F5) && previousKeyboardState != aKeyboardState)
            {
                objectList.Clear();
                world.Clear();
                lvlBuilder.readLevel("level1.txt");
                objectList = lvlBuilder.getLevelObjects();
            }
            else if (aKeyboardState.IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }
            world.Step(Math.Min((float)gameTime.ElapsedGameTime.TotalSeconds, (1f / 30f)));
            previousKeyboardState = aKeyboardState;
            // TODO: Add your update logic here

            foreach (GameObject currObject in objectList)
            {
                currObject.Update();
            }


            base.Update(gameTime);
        }
Example #28
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            _resources.Load(_gameObjectFactory.getAll());

            // TODO: use this.Content to load your game content here


            _screenCenter = new Vector2(_graphics.GraphicsDevice.Viewport.Width / 2f,
                                        _graphics.GraphicsDevice.Viewport.Height / 2f);
            _debugView = new DebugViewXNA(_world);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            _debugView.DefaultShapeColor  = Color.Black;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);
        }
Example #29
0
        void DebugDraw()
        {
            Matrix view2 = Matrix.CreateScale(32); //default 32

            view2 *= Game1.DebugCam.view;

            debugActive = true;

            DebugView = new DebugViewXNA(Game1.world);
            DebugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            DebugView.DefaultShapeColor  = Color.Red;
            DebugView.SleepingShapeColor = Color.Green;
            DebugView.StaticShapeColor   = Color.Violet;
            DebugView.LoadContent(Game1.graphics.GraphicsDevice, Game1.content);
            DebugView.RenderDebugData(ref Game1.DebugCam.projection, ref view2);
        }
Example #30
0
        protected override void Initialize()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);
            _font        = Content.Load <SpriteFont>("Fonts/Segoe14");

            _mousePosition        = Vector2.Zero;
            DrawCurrentGameObject = false;

            _selectedItemsDisplay = new SelectedItemsDisplay(GraphicsDevice);

            _lineTexture = new Texture2D(GraphicsDevice, 1, 1);
            _lineTexture.SetData <Color>(new Color[] { Color.White });

            _jointView = new DebugViewXNA(_gameObject.World);
            _jointView.DefaultShapeColor  = Color.White;
            _jointView.SleepingShapeColor = Color.LightGray;
            _jointView.LoadContent(GraphicsDevice, new Viewport(0, 0, this.Size.Width, this.Size.Height), Content);
            _jointView.AppendFlags(DebugViewFlags.Joint);
        }
Example #31
0
        protected override void Initialize()
        {
            _world = new World(new Vector2(0, 9.8f));
            _debugView = new DebugViewXNA(_world);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);

            base.Initialize();

            _fluidSimulation = new FluidSimulation(_world, _spriteBatch, _debugFont);
            _projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1);
            _view = Matrix.CreateScale(new Vector3(SCALE, -SCALE, 1));

            // Create test geometry
            Body bottomBody = BodyFactory.CreateBody(_world, new Vector2(0, 7f));
            PolygonShape bottomShape = new PolygonShape(1f);
            bottomShape.SetAsBox(12f, 1f);
            bottomBody.CreateFixture(bottomShape);

            Body leftBody = BodyFactory.CreateBody(_world, new Vector2(-11f, 0f));
            PolygonShape leftShape = new PolygonShape(1f);
            leftShape.SetAsBox(1f, 10f);
            leftBody.CreateFixture(leftShape);

            Body rightBody = BodyFactory.CreateBody(_world, new Vector2(11f, 0f));
            PolygonShape rightShape = new PolygonShape(1f);
            rightShape.SetAsBox(1f, 10f);
            rightBody.CreateFixture(rightShape);

            Body rampBody = BodyFactory.CreateBody(_world, new Vector2(6f, -2f));
            PolygonShape rampShape = new PolygonShape(1f);
            rampShape.SetAsBox(5.5f, 0.5f);
            rampBody.CreateFixture(rampShape);
            rampBody.Rotation = -0.25f;

            Body circleBody = BodyFactory.CreateBody(_world, new Vector2(0, -0.2f));
            CircleShape circleShape = new CircleShape(2f, 1f);
            circleBody.CreateFixture(circleShape);
        }
Example #32
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Initialize camera controls
            _view           = Matrix.Identity;
            _cameraPosition = Vector2.Zero;

            _screenCenter = new Vector2(_graphics.GraphicsDevice.Viewport.Width / 2f,
                                        _graphics.GraphicsDevice.Viewport.Height / 2f);

            _batch = new SpriteBatch(_graphics.GraphicsDevice);
            _font  = Content.Load <SpriteFont>("font");

            PhysicalWorld.Ground g = new PhysicalWorld.Ground(_world);

            // create and configure the debug view
            _debugView = new DebugViewXNA(_world);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            _debugView.DefaultShapeColor  = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);
        }
Example #33
0
        public GDEntityManager(GDGameScreen scrn) : base(scrn)
        {
            PhysicsWorld = new World(Vector2.Zero);

#if DEBUG
            debugView = new DebugViewXNA(PhysicsWorld);
            debugView.LoadContent(GDOwner.Graphics.GraphicsDevice, GDOwner.Game.Content, Textures.DebugFont);
            debugView.AppendFlags(DebugViewFlags.Shape);
            debugView.AppendFlags(DebugViewFlags.DebugPanel);
            debugView.AppendFlags(DebugViewFlags.PerformanceGraph);
            debugView.AppendFlags(DebugViewFlags.ContactPoints);
            debugView.AppendFlags(DebugViewFlags.ContactNormals);
            debugView.AppendFlags(DebugViewFlags.Controllers);
            debugView.TextColor = Color.Black;
            debugView.Enabled   = false;
#endif
        }
		public GDEntityManager(GDGameScreen scrn) : base(scrn)
		{
			PhysicsWorld = new World(Vector2.Zero);

#if DEBUG
			debugView = new DebugViewXNA(PhysicsWorld);
			debugView.LoadContent(GDOwner.Graphics.GraphicsDevice, GDOwner.Game.Content, Textures.DebugFont);
			debugView.AppendFlags(DebugViewFlags.Shape);
			debugView.AppendFlags(DebugViewFlags.DebugPanel);
			debugView.AppendFlags(DebugViewFlags.PerformanceGraph);
			debugView.AppendFlags(DebugViewFlags.ContactPoints);
			debugView.AppendFlags(DebugViewFlags.ContactNormals);
			debugView.AppendFlags(DebugViewFlags.Controllers);
			debugView.TextColor = Color.Black;
			debugView.Enabled = false;
#endif
		}
Example #35
0
        public PhysicsSystem(GameScreen screen)
        {
            this.screen = screen;

            GnomicGame game = screen.ParentGame;

            // Todo: pass in a PhysicsSystemSetting with gravity, worldMin and worldMax
            world = new World(
                new Vector2(0.0f, 20.0f),
                new FarseerPhysics.Collision.AABB(Vector2.One * -500.0f, Vector2.One * 500.0f));

            debugView = new DebugViewXNA(world);
            debugView.AppendFlags(DebugViewFlags.Shape);
            debugView.DefaultShapeColor  = Color.White;
            debugView.SleepingShapeColor = Color.LightGray;
            debugView.LoadContent(game.GraphicsDevice, game.Content, "GameFont");

            projection = Matrix.CreateOrthographicOffCenter(
                0f,
                ConvertUnits.ToSimUnits(game.ScreenWidth),
                ConvertUnits.ToSimUnits(game.ScreenHeight),
                0f, 0f, 1f);
        }
Example #36
0
        void DebugDraw()
        {
            Matrix view2 = Matrix.CreateScale(32); //default 32
            view2 *= Game1.DebugCam.view;

            debugActive = true;

            DebugView = new DebugViewXNA(Game1.world);
            DebugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            DebugView.DefaultShapeColor = Color.Red;
            DebugView.SleepingShapeColor = Color.Green;
            DebugView.StaticShapeColor = Color.Violet;
            DebugView.LoadContent(Game1.graphics.GraphicsDevice, Game1.content);
            DebugView.RenderDebugData(ref Game1.DebugCam.projection, ref view2);
        }
Example #37
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            view = Matrix.Identity;
            cameraPosition = Vector2.Zero;
            screenCenter = new Vector2(GraphicsDevice.Viewport.Width / 2f,
                                       GraphicsDevice.Viewport.Height / 2f);

            //Initialiserer debugview
            physicsDebug = new DebugViewXNA(world);
            physicsDebug.AppendFlags(DebugViewFlags.DebugPanel);
            physicsDebug.DefaultShapeColor = Color.White;
            physicsDebug.SleepingShapeColor = Color.LightGray;
            physicsDebug.LoadContent(GraphicsDevice, Content);

            Body body = BodyFactory.CreateRectangle(world, 0.4f, 0.4f, 1);
            body.BodyType = BodyType.Static;
            body.Position = new Vector2(Globals.windowWidth/192f, Globals.windowHeight/192f);
        }
Example #38
0
        public override void LoadContent()
        {
            // We add to the GameServices objects that we want to be able to use accross different classes
            // without having to pass them explicitly every time.
            GraphicsDevice = GameServices.GetService<GraphicsDevice>();
            Content = GameServices.GetService<ContentManager>();
            graphics = GameServices.GetService<GraphicsDeviceManager>();
            soundManager = GameServices.GetService<SoundManager>();

            ScreenManager.AddScreen(RankScreen, null, false);
            ScreenManager.AddScreen(PauseScreen, null, false);

            world = new World(new Vector2(0, 0));
            GameServices.AddService<World>(world);

            this.world.ContactManager.PostSolve += new PostSolveDelegate(PostSolve);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Create a new track
            randomRaceTrack = RandomTrack.createTrack();

            randomRaceTrack.polygonList = polygonsList;

            int[] crucialPoints = { 300, 600, 1000 };
            Logic = new GameLogic(crucialPoints, randomRaceTrack.curvePointsMiddle.Count);

            randomRaceTrack.gameLogic = Logic;
            Logic.DidFinishLap += randomRaceTrack.ResetStickyNotes;

            mySneezesManager.randomTrack = randomRaceTrack;

            LoadPaperEffect();

            screenRenderer = new ScreenRenderer();
            GameServices.AddService<ScreenRenderer>(screenRenderer);
            Logic.DidEliminateCar += screenRenderer.setSadToPlayer;
            Logic.DidFinishLap += screenRenderer.setLap;

            for (int i = 0; i < 4; i++)
            {
                Car aCar = new Car(world, Content.Load<Texture2D>("Images/small_car"), Color.White, randomRaceTrack, i, playerIndexes[i]);
                Cars.Add(aCar);
            }

            assetCreator = new AssetCreator(graphics.GraphicsDevice);
            assetCreator.LoadContent(this.Content);

            defaultViewport = GraphicsDevice.Viewport;

            isFullHd=(ScreenManager.preferredHeight!=720);

            // Single screen mode only
            cameraFollowing = new Camera(defaultViewport, Vector2.Zero, new Vector2(defaultViewport.Width / 2, defaultViewport.Height / 2), 0.0f, Cars.Count, isFullHd);
            //ZOOM:

            //low res:
            //0.95 for 2 players
            //0.93 for 3 players
            //0.91 for 4 players

            //high res:
            //0.95 for 4 players

            GameServices.AddService<Camera>(cameraFollowing);

            mySneezesManager.camera = cameraFollowing;

            //generate starting positions and angles
            int startingPoint = 0;
               // positionCars(startingPoint);

            _debugView = new DebugViewXNA(world);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Joint);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactNormals);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Controllers);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass);
            _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.AABB);
            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);

            basicVert = new VertexPositionColorTexture[maxNumberOfTriangles];
            for (int i = 0; i < maxNumberOfTriangles; i++) basicVert[i].TextureCoordinate = new Vector2(-1);

            verticesBorders = new VertexPositionColorTexture[randomRaceTrack.curvePointsInternal.Count];

            fluid = new Fluid();
            fluid.Init();

            currentPoses = new Vector2[4];
            prevPoses = new Vector2[4];

            currentMousePos = new Vector2(100);
            prevMousePos = new Vector2(0);

            quad = new QuadRenderComponent(ScreenManager.Game, cameraFollowing, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height);
            ScreenManager.Game.Components.Add(quad);

            fluidUpdateThread = new Thread(this.UpdateFluid);
            fluidUpdateThread.Start();

            mySneezesManager.fluid = fluid;

            fluidEffect = Content.Load<Effect>("Shaders/FluidEffect");
            fluidEffect.Parameters["random"].SetValue(randomTex);

            texInk = new Texture2D(graphics.GraphicsDevice,
                fluid.m_w, fluid.m_h, true,
                SurfaceFormat.Color);
            buffer = new RenderTarget2D(GraphicsDevice, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height, true,
                SurfaceFormat.Color, GraphicsDevice.PresentationParameters.DepthStencilFormat);

            //gaussian = new GaussianBlur(ScreenManager.Game);
        }
Example #39
0
 public Debug(Game game, World world, Play play)
 {
     _physicsDebug = new DebugViewXNA(world);
     _physicsDebug.LoadContent(game.GraphicsDevice, game.Content);
     _physicsDebug.AppendFlags(DebugViewFlags.DebugPanel);
 }
Example #40
0
        public WorldScreen(Game Game)
            : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY)
        {
            GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80);
            GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000);

            DebugWindow.Visible = false;
            DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow);
            AddGUI(DebugWindow);

            LE = new LightingEngine();
            Color a = new Color(ambient, ambient, ambient);
            LE.SetAmbient(a, a);
            //LE.SetAmbient(Color.Gray, Color.Gray);
            Renderer.AddRendererEffect(LE, "LightingEngine");

            LoadContent();

            Map = new Map(this, tileSize, mapSize);
            //Renderer.AddPostProcess(new BlurEffect(), "Blur");
            SE = new BlurSwitchEffect();
            SE.MaxTime = 1f;
            SE.TurnOffAction = delegate () {Renderer.RemovePostProcess("Switch");};
            Renderer.AddPostProcess(SE, "Switch");

            Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize));

            PlayerLight = new SpotLight()
            {
                IsEnabled = true,
                Color = new Vector4(0.9f, .7f, .7f, 1f),
                Power = .6f,
                LightDecay = 600,
                Position = new Vector3(500, 400, 20),
                SpotAngle = 1.5f,
                SpotDecayExponent = 3,
                Direction = new Vector3(0.244402379f, 0.969673932f, 0)
            };
            LE.AddLight(PlayerLight);

            Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint);
            Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints);
            Debug.DefaultShapeColor = Color.White;
            Debug.SleepingShapeColor = Color.LightGray;
            Debug.LoadContent(Parent.GraphicsDevice, Parent.Content);

            //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10);
            //Serializer.Serialize<Weapon>("weapon.xml", w);
        }
Example #41
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //Steup StartScreen

            MenuSong = Content.Load<Song>("Sounds/Menu_Song_mixdown");
            font = Content.Load<SpriteFont>("Sprites/font");

            isActive = false;
            ScreenList.Add(new FirstScreen(MenuSong,font));
            ScreenList.Add(new SecondScreen(MenuSong, font));
            ScreenList.Add(new EndScreen());
            ScreenList[0].setActive(true);
            firstbackground = Content.Load<Texture2D>("Sprites/Start_Screen_Background");

            //end states
            p1WinsImage = Content.Load<Texture2D>("Sprites/P1_Wins");
            p2WinsImage = Content.Load<Texture2D>("Sprites/P2_Wins");
            drawGameImage = Content.Load<Texture2D>("Sprites/Draw");
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            background = Content.Load<Texture2D>("Sprites/Lava_Scrolling_Bkrnd_2048");
            foreground = Content.Load<Texture2D>("Sprites/Foreground");
            boxTex = Content.Load<Texture2D>("Sprites/ToyBox");
            Texture2D carsSpriteSheet = Content.Load<Texture2D>("Sprites/Cars_test");
            myBackground = new ScrollingBackground();
            myBackground.Load(GraphicsDevice, background);

            //explosion texture
            explosionTexture = Content.Load<Texture2D>("Sprites/Explosion_Sprite_Sheet");

            //pENCIL wALLS TOP
            pencilTex = Content.Load<Texture2D>("Sprites/Bottom_pencil");
            pencilTexSide = Content.Load<Texture2D>("Sprites/Side_Pencil");
            pencilWallTop = new PencilWall[5];
            pencilWallTop[0] = new PencilWall(pencilTex, new Vector2(125, 100), world, "up");
            pencilWallTop[1] = new PencilWall(pencilTex, new Vector2(465, 100), world, "up");
            pencilWallTop[2] = new PencilWall(pencilTex, new Vector2(795, 100), world, "up");
            pencilWallTop[3] = new PencilWall(pencilTex, new Vector2(1135, 100), world, "up");
            pencilWallTop[4] = new PencilWall(pencilTex, new Vector2(1455, 100), world, "up");

            //PencilWalls Bot
            pencilWallBot = new PencilWall[5];

            pencilWallBot[0] = new PencilWall(pencilTex, new Vector2(125, 950), world, "down");
            pencilWallBot[1] = new PencilWall(pencilTex, new Vector2(455, 950), world, "down");
            pencilWallBot[2] = new PencilWall(pencilTex, new Vector2(785, 950), world, "down");
            pencilWallBot[3] = new PencilWall(pencilTex, new Vector2(1125, 950), world, "down");
            pencilWallBot[4] = new PencilWall(pencilTex, new Vector2(1445, 950), world, "down");

            //PencilWalls Left
            pencilWallLeft = new PencilWall[3];
            pencilWallLeft[0] = new PencilWall(pencilTexSide, new Vector2(100, 130), world, "left");
            pencilWallLeft[1] = new PencilWall(pencilTexSide, new Vector2(100, 410), world, "left");
            pencilWallLeft[2] = new PencilWall(pencilTexSide, new Vector2(100, 690), world, "left");

            pencilWallRight = new PencilWall[3];
            pencilWallRight[0] = new PencilWall(pencilTexSide, new Vector2(1775, 130), world, "right");
            pencilWallRight[1] = new PencilWall(pencilTexSide, new Vector2(1775, 410), world, "right");
            pencilWallRight[2] = new PencilWall(pencilTexSide, new Vector2(1775, 690), world, "right");

            //collision spark
            collisionSpark = Content.Load<Texture2D>("Sprites/SINGLE_Spark_Sprite_Sheet");

            //Background music
            effect = new SoundEffect[3];
            effect[0] = Content.Load<SoundEffect>("Sounds/Car_Crash001");
            effect[1] = Content.Load<SoundEffect>("Sounds/Car_Crash002");
            effect[2] = Content.Load<SoundEffect>("Sounds/Car_Crash003");

            //loading
             //   firstbackground = Content.Load<Texture2D>("Sprites/ToyBox");
            secondbackground = Content.Load<Texture2D>("Sprites/Players");
            CarP1 = Content.Load<Texture2D>("Sprites/Select_cars");
            CarP2 = Content.Load<Texture2D>("Sprites/Select_cars");
            one = Content.Load<Texture2D>("Sprites/One");
            two = Content.Load<Texture2D>("Sprites/Two");
            three = Content.Load<Texture2D>("Sprites/Three");

            car1 = new AnimatedSprite(carsSpriteSheet, 3, 6,explosionTexture,4,5,car1StartingPos, world, selectP2);
            car2 = new AnimatedSprite(carsSpriteSheet, 3, 6, explosionTexture, 4, 5, car2StartingPos, world, selectP1);
            boxPlatform = new BoxPlatform(boxTex, new Vector2(650, 350), world);

            car1.player1.OnCollision += MyOnCollision;
            car2.player1.OnCollision += MyOnCollision;
            //DebugViewXNA view objects
            _font = Content.Load<SpriteFont>("Sprites/font");
            _batch = new SpriteBatch(graphics.GraphicsDevice);
            _debugView = new DebugViewXNA(world);
            _debugView.AppendFlags(DebugViewFlags.DebugPanel);
            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent(GraphicsDevice, Content);

            // TODO: use this.Content to load your game content here
        }
        /// <summary>
        /// Initializes screen
        /// </summary>
        public override void Initialize()
        {
            // Create the scene and add it
            _camera = new Camera2D(this.Game);
            _camera.Initialize();
            _fxcamera = new Camera2D(this.Game);
            _fxcamera.Initialize();

            _scene = new Scene(this.Game, _camera);
            _scene.TransitionPosition = 0;
            _scene.TransitionOnTime = TimeSpan.FromSeconds(1);
            _scene.TransitionOffTime = TimeSpan.FromSeconds(1);
            _scene.OffTransition();
            _fx = new World(Vector2.UnitY * 10);
            _fxStaticBody = new Body(_fx) { Restitution = 0, Mass = 0, BodyType = BodyType.Static, Friction = 0.5f/*, Position = 
                ConvertUnits.ToSimUnits(Vector2.UnitX * (_width - DataGrid.WidthInPixels) / 2f + Vector2.UnitY * 150)*/ };
           
            // Create controllers
            _timeController = new TimeController(this.Game);
            _pointsController = new PointsController(this.Game);
            _dataGrid = DataGrid.CreateDataGrid(this.Game, _fxStaticBody, _width / 70 - 1, _height / 49 - 4);
            _peaController = new PeaController(this.Game);
            _inputController = new InputController(this.Game);
            _achievementController = new AchievementController(this.Game);

            // Initialize controllers
            _timeController.Initialize();
            _pointsController.Initialize();
            _dataGrid.Initialize();
            _peaController.Initialize();
            _inputController.Initialize();
            _achievementController.Initialize();

            // Register controllers
            _dataGrid.Register(_peaController);

#if DEBUG && _
            
            DataBlock testBlock = _dataGrid.Add(new Point(0, 0), BlockType.Normal);
            DataBlock testBlock2 = _dataGrid.Add(new Point(0, 1), BlockType.Gel);
            DataBlock testBlock3 = _dataGrid.Add(new Point(1, 1), BlockType.Normal);
            DataBlock testBlock4 = _dataGrid.Add(new Point(2, 1), BlockType.RightRamp);
            DataBlock testBlock5 = _dataGrid.Add(new Point(3, 2), BlockType.Normal);
            DataBlock testBlock6 = _dataGrid.Add(new Point(DataGrid.Width - 1, DataGrid.Height - 1), BlockType.Normal);
#endif
            // Create the peas
            DataPea pea1 = new DataPea(this.Game, _fx, _peaController);
            _pointsController.Register(pea1);
            _achievementController.Register(pea1);

            pea1.Initialize();

            this.Game.Components.Add(pea1);

            DataPea pea2 = new DataPea(this.Game, _fx, _peaController);
            DataPea pea3 = new DataPea(this.Game, _fx, _peaController);
            DataPea pea4 = new DataPea(this.Game, _fx, _peaController);
            DataPea pea5 = new DataPea(this.Game, _fx, _peaController);

            // This needs to be done BEFORE sprites of pea
            _pointsController.Register(pea2);
            _pointsController.Register(pea3);
            _pointsController.Register(pea4);
            _pointsController.Register(pea5);

            _achievementController.Register(pea2);
            _achievementController.Register(pea3);
            _achievementController.Register(pea4);
            _achievementController.Register(pea5);

            pea2.Initialize();
            pea3.Initialize();
            pea4.Initialize();
            pea5.Initialize();

            this.Game.Components.Add(pea2);
            this.Game.Components.Add(pea3);
            this.Game.Components.Add(pea4);
            this.Game.Components.Add(pea5);

            // Create layers
            _sceneryLayer = new SceneLayer(this.Game, _scene.Camera) { MoveSpeed = 0f, Distance = 0.9f };
            _levelLayer = new SceneLayer(this.Game, _scene.Camera) { MoveSpeed = 0f, Distance = 0.6f };
            _peasLayer = new SceneLayer(this.Game, _scene.Camera) { MoveSpeed = 0f, Distance = 0.3f };
            _hudLayer = new SceneLayer(this.Game, _scene.Camera) { MoveSpeed = 0f, Distance = 0.1f };

            // Create sprites
            _spriteGrid = new SpritesetGrid(_levelLayer) { Position = Vector2.UnitX * (_width - DataGrid.WidthInPixels) / 2f + Vector2.UnitY * 150 };
            SpritePea.BaseOffset = _spriteGrid.Position;
            
            _peasLayer.Add(new SpritePea(_peasLayer, pea1, _pointsController));

#if !DEBUG || !TEST
            _peasLayer.Add(new SpritePea(_peasLayer, pea2, _pointsController));
            _peasLayer.Add(new SpritePea(_peasLayer, pea3, _pointsController));
            _peasLayer.Add(new SpritePea(_peasLayer, pea4, _pointsController));
            _peasLayer.Add(new SpritePea(_peasLayer, pea5, _pointsController));
#endif

#if DEBUG && TEST
            for (int i = 0; i < DataGrid.Width; i++)
            {
                if (new int[] { 3, 4, 5, 10, 12, 14 }.Contains(i) == false)
                {
                    DataBlock b = _dataGrid.Add(new Point(i, DataGrid.Height - 1), BlockType.Normal);
                    //_spriteGrid.Add(new SpriteBlock(_levelLayer, b));

                    if (new int[] { 0 , 1, 2, 5, 8, 15 }.Contains(i))
                    {
                        b = _dataGrid.Add(new Point(i, DataGrid.Height - 2), BlockType.Normal);
                        //_spriteGrid.Add(new SpriteBlock(_levelLayer, b));
                    }

                    if (new int[] { 0, 15 }.Contains(i))
                    {
                        b = _dataGrid.Add(new Point(i, DataGrid.Height - 3), BlockType.Gel);
                        //_spriteGrid.Add(new SpriteBlock(_levelLayer, b));
                    }

                    if (new int[] { 0, 15 }.Contains(i))
                    {
                        b = _dataGrid.Add(new Point(i, DataGrid.Height - 4), BlockType.Gel);
                        //_spriteGrid.Add(new SpriteBlock(_levelLayer, b));
                    }
                }
            }


            DataBlock jump = _dataGrid.Add(new Point(3, 7), BlockType.Normal);
            //_spriteGrid.Add(new SpriteBlock(_levelLayer, jump));

            DataBlock ramp = _dataGrid.Add(new Point(1, 8), BlockType.RightRamp);
            //_spriteGrid.Add(new SpriteBlock(_levelLayer, ramp));

            //DataBlock gel = _dataGrid.Add(new Point(5, 10), BlockType.LeftRamp);
            //_spriteGrid.Add(new SpriteBlock(_levelLayer, gel));
#else
            // Some boundary blocks
            _dataGrid.Add(new Point(0, DataGrid.Height - 1), BlockType.Gel);
            _dataGrid.Add(new Point(DataGrid.Width - 1, DataGrid.Height - 1), BlockType.Gel);
            _dataGrid.Add(new Point(0, DataGrid.Height - 2), BlockType.Gel);
            _dataGrid.Add(new Point(DataGrid.Width - 1, DataGrid.Height - 2), BlockType.Gel);
#endif

            SpriteToolbox toolbox = new SpriteToolbox(_hudLayer)
            {
                Position = new Vector2(_width - (1280 - 1220),
                    (Single)Math.Ceiling(150 * (_height / 720f)))
            };
            SpritesetHud hud = new SpritesetHud(_hudLayer, _pointsController, _inputController.State, _width, _height);


            // Register sprites at inputControllers
            _inputController.Register(_spriteGrid);
            _inputController.Register(toolbox);
            _inputController.Register(_camera, _width, _height);

            foreach (var blockRow in _dataGrid.Grid)
                foreach (var block in blockRow)
                {
                    block.Place(block.BlockType, BlockState.Placed); // Direct placing;
                    _spriteGrid.Add(new SpriteBlock(_levelLayer, block));
                }

            // Add the layers
            _scene.Add(_sceneryLayer);
            _scene.Add(_levelLayer);
            _scene.Add(_peasLayer);
            _scene.Add(_hudLayer);
            
            // Add the content
            Sprite background = new Sprite(_sceneryLayer, "Graphics/Background");
            background.Position = new Vector2(_width / 2f, _height / 2f);
            background.Origin = new Vector2(1280f / 2f, 720f / 2f);
            background.Scale = Math.Max(_width / 1280f, _height / 720f);

            Sprite splate = new Sprite(_sceneryLayer, "Graphics/Plate");
            splate.Position = new Vector2(_width / 2f, _height / 2f);
            splate.Origin = new Vector2(1280f / 2f, 720f / 2f);
            splate.Scale = Math.Max(_width / 1280f, _height / 720f);

            _sceneryLayer.Add(background);
            _sceneryLayer.Add(splate);
            _levelLayer.Add(_spriteGrid);
            _hudLayer.Add(toolbox);
            _hudLayer.Add(hud);

            // Bottom plate physics
            var plate = FixtureFactory.AttachRectangle(ConvertUnits.ToSimUnits(_width), ConvertUnits.ToSimUnits(20), 1f,
                ConvertUnits.ToSimUnits(Vector2.UnitY * (49 * (DataGrid.Height - 3) + _spriteGrid.Position.Y + 5) + (_width / 2 - _spriteGrid.Position.X) * Vector2.UnitX), _fxStaticBody);
            plate.Restitution = 0;
            plate.Friction = 0.5f;

            // Initializes scene and so on
            base.Initialize();

            _scene.Initialize();
            _camera.Position = new Vector2(_width / 2f, _height / 2f);
            _fxcamera.Position = new Vector2(_width / 2f, _height / 2f)-  _spriteGrid.Position; // + ConvertUnits.ToSimUnits(_spriteGrid.Position);
            _camera.Jump2Target();
            _fxcamera.Jump2Target();
            
            #if DEBUG && !SILVERLIGHT
                view = new DebugViewXNA(_fx);
                view.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass | FarseerPhysics.DebugViewFlags.DebugPanel | FarseerPhysics.DebugViewFlags.PerformanceGraph | FarseerPhysics.DebugViewFlags.PolygonPoints);
            #endif
            // Add components
            this.Game.Components.Add(_peaController);
            this.Game.Components.Add(_timeController);
            this.Game.Components.Add(_inputController);
            this.Game.Components.Add(_pointsController);
            this.Game.Components.Add(_achievementController);
            this.Game.Components.Add(_camera);
            this.Game.Components.Add(_fxcamera);
            this.Game.Components.Add(_dataGrid);
            this.Game.Components.Add(_scene);

            // Add popups
            _achievementController.OnCompletedAchievement += new AchievementCompletedHandler(_achievementController_OnCompletedAchievement);

            // Add overlay
            _overlay = new PauseOverlay(_camera, _width, _height);
            _overlay.Exiting += new EventHandler(_overlay_Exiting);
          
            // Events
            this.Exited += new EventHandler(PeaScreen_Exited);
            this.OnEnabledChanged += new BooleanDelegate(PeaScreen_OnEnabledChanged);
            this.OnVisibleChanged += new BooleanDelegate(PeaScreen_OnVisibleChanged);

            // Add end
            _pointsController.OnReachedGoal += new Action(_pointsController_OnReachedGoal);

            this.IsEnabled = false;
            this.IsVisible = false;            
        }
Example #43
0
        private void SetupDebug()
        {
            // create and configure the debug view
            _debugView = new DebugViewXNA ( PhysicsWorld );

            _debugView.AppendFlags ( DebugViewFlags.PerformanceGraph );
            _debugView.AppendFlags ( DebugViewFlags.CenterOfMass );
            _debugView.AppendFlags ( DebugViewFlags.Shape );
            _debugView.AppendFlags ( DebugViewFlags.DebugPanel );
            //_debugView.AppendFlags(DebugViewFlags.AABB);

            _debugView.DefaultShapeColor = Color.White;
            _debugView.SleepingShapeColor = Color.LightGray;
            _debugView.LoadContent ( GraphicsDevice, Content );
        }
Example #44
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            if (world == null)
            {
                world = new World(new Vector2(0, 9.82f));
            }
            else
            {
                world.Clear();
            }

            this.IsMouseVisible = true;

            lvlBuilder = new LevelBuilder(Content, world);
            lvlBuilder.readLevel("level1.txt");

            backgroundTexture = Content.Load<Texture2D>("cornflowerback");

            objectList = lvlBuilder.getLevelObjects();

            //FarseerPhysics.Collision
            font = Content.Load<SpriteFont>("font");

            debugView = new DebugViewXNA(world);
            debugView.LoadContent(this.GraphicsDevice, this.Content);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints);
            //debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel);
            debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass);
            // TODO: use this.Content to load your game content here
        }
Example #45
0
        protected override void Initialize()
        {
            //primBatch = new PrimitiveBatch(GraphicsDevice);
            World = new World(new Vector2(0, 9.81f));
            Mathe = new Mathe();
            Settings = new Settings(graphics);
            Camera = new Camera(GraphicsDevice.Viewport, Settings.Widescreen);
            Contents = new Contents(Content, GraphicsDevice);
            Debug = new DebugView(Contents,Camera);
            Objectdatabase = new Objectdatabase(Content);
            Backgrounddatabase = new Backgrounddatabase(Content);
            Enemydatabase = new Enemydatabase(Content);
            Animationsmanager = new Animationsmanager();
            Keymanager = new Keymanager(Contents, DebugFlag.Inputstats);
            Player = new Player(Mathe, Contents, World, DebugFlag.PlayerStats);
            Cursor = new Cursor(Camera, Keymanager, Contents, Settings);
            Windowmanager = new Windowmanager(Settings, Cursor, DebugFlag.WindowStats, Contents, GraphicsDevice);
            DepressionHandler = new DyingHope.DepressionHandler();
            Itemmanager = new Itemmanager(Mathe, DepressionHandler, Content, Player);
            Backgroundmanager = new Backgroundmanager(Player, Backgrounddatabase, DebugFlag.BackgrundStats, Contents);
            Levermanager = new Levermanager(Contents.Meiryo8, Player, Cursor, Mathe, Animationsmanager, Contents);
            Objectmanager = new Objectmanager(Objectdatabase, Animationsmanager, Player, (DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats));
            Enemymanager = new Enemymanager(Objectmanager, Mathe, Content, Enemydatabase, Player);
            Windowmanager.Windowdatabase = new Windowdatabase(Contents, Player, Inputmanager);
            Windowmanager.AddWindow(Windowtype.MainMenue);
            Eventmanager = new Eventmanager(Mathe, Player, Enemymanager, DepressionHandler, Objectmanager, Objectdatabase, Levermanager);
            Levelmanager = new Levelmanager(Player, Objectmanager, Animationsmanager, Backgroundmanager, Enemymanager, Itemmanager, Levermanager, Eventmanager, Contents);
            Editor = new Editor(Windowmanager, Enemymanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Contents, Cursor, Player, Keymanager, Levelmanager, Itemmanager, Levermanager);
            Debugview = new DebugViewXNA(World);
            Console.WriteLine(((DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)& DebugFlag.ObjectmanagerStats));
            light = new SoundObjekt(Settings, Contents.Emitter, Contents.Light, new Vector2(3500 - 576, 700), new Vector2(100, 0), 200);
            rain = new SoundObjekt(Settings, Contents.Emitter, Contents.Rain, new Vector2(6000 - 576, 0), new Vector2(1000, 0), 400);
            levelTheme = new List<MSong> { new MSong(Contents.StadtAnfang, 0), new MSong(Contents.StadtLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.ParkAnfang, 0), new MSong(Contents.ParkLoop, -1), new MSong(Contents.ParkEnde, 0), new MSong(Contents.SchuleAnfang, 0), new MSong(Contents.SchuleLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.MonsterAnfang, 0), new MSong(Contents.MonsterLoop, -1), new MSong(Contents.Ende, 0) };
            menueTheme = new List<MSong> { new MSong(Contents.Menue_Theme, 99) };
            BackgroundMusic = new BackgroundMusic(Settings, menueTheme);
            Inputmanager = new Inputmanager(Contents, Camera, Player, Keymanager, Cursor, Enemymanager, Windowmanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Levelmanager, Levermanager, Content, Editor, Debug, DepressionHandler, Mathe, Itemmanager, BackgroundMusic);

            //Testemitter-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
            //testEmitter = new Emitter(new Vector2(3000, 850), DebugFlag.Pertikle);
            //testEmitter.startParticel = 50;
            //testEmitter.EmitterAngel = new List<Vector2> { new Vector2(180, 180) };
            //testEmitter.EmitterRange = new Vector2(1000, 50);
            //testEmitter.EmitterMaxParticel = 100;
            //testEmitter.EmitterUpdate = 100f;
            //testEmitter.EmitterTexture = Contents.Emitter;
            //testEmitter.ParticelStayOnMax = new Vector2(0, 0);
            //testEmitter.ParticelLifeDrain = new Vector2(1, 1);
            //testEmitter.ParticelLifeTime = new Vector2(5000f, 50000f);
            //testEmitter.ParticelSize = new Vector2(0.1f, 0.5f);
            //testEmitter.ParticelTexture = new List<Texture2D> { Contents.Nebel, Contents.Nebel2 };
            //testEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2);
            //testEmitter.PerticelPower = new Vector2(0.50f, 0.8f);
            //testEmitter.particelNeverDie = false;
            //testEmitter.spawnprofile = Spawnprofile.FadeIn;
            //testEmitter.bewegungsprofil = Bewegungsprofile.Linear;
            //testEmitter.Start();

            //rainEmitter = new Emitter(new Vector2(6000, -10), DebugFlag.Pertikle);
            //rainEmitter.startParticel = 0;
            //rainEmitter.particelPerUpdate = new Vector2(1, 100);
            //rainEmitter.EmitterAngel = new List<Vector2> { new Vector2(270, 270) };
            //rainEmitter.EmitterRange = new Vector2(1000, 0);
            //rainEmitter.EmitterMaxParticel = 60000;
            //rainEmitter.EmitterUpdate = 10f;
            //rainEmitter.EmitterTexture = Contents.Emitter;
            //rainEmitter.ParticelStayOnMax = new Vector2(0, 0);
            //rainEmitter.ParticelLifeDrain = new Vector2(1, 1);
            //rainEmitter.ParticelLifeTime = new Vector2(500f, 2000f);
            //rainEmitter.ParticelSize = new Vector2(0.5f, 1.5f);
            //rainEmitter.ParticelTexture = new List<Texture2D> { Contents.Rain1 };
            //rainEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2);
            //rainEmitter.PerticelPower = new Vector2(10.50f, 20.8f);
            //rainEmitter.particelNeverDie = false;
            //rainEmitter.spawnprofile = Spawnprofile.Instant;
            //rainEmitter.bewegungsprofil = Bewegungsprofile.Linear;
            //rainEmitter.Start();

            menue = new Emitter(new Vector2(GraphicsDevice.Viewport.Width / 2, (GraphicsDevice.Viewport.Height / 2)+20), DebugFlag.Pertikle);
            menue.startParticel = 0;
            menue.particelPerUpdate = new Vector2(1, 5);
            menue.EmitterAngel = new List<Vector2> { new Vector2(0, 360) };
            menue.EmitterRange = new Vector2(250, 50);
            menue.EmitterMaxParticel = 6000;
            menue.EmitterUpdate = 100f;
            menue.EmitterTexture = Contents.Emitter;
            menue.ParticelStayOnMax = new Vector2(0, 100);
            menue.ParticelLifeDrain = new Vector2(1, 1);
            menue.ParticelLifeTime = new Vector2(1000f, 3000f);
            menue.ParticelSize = new Vector2(0.065f, 0.09f);
            menue.ParticelTexture = new List<Texture2D> { Contents.Partikel1, Contents.Partikel2, Contents.Partikel3 };
            menue.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2);
            menue.PerticelPower = new Vector2(0.2f, 0.9f);
            menue.particelNeverDie = false;
            menue.spawnprofile = Spawnprofile.FadeIn;
            menue.bewegungsprofil = Bewegungsprofile.LinearRandom;
            menue.Start();

            //Debug-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
            Debug.Add(Player);
            Debug.Add(Objectmanager);
            Debug.Add(Keymanager);
            Debug.Add(Backgroundmanager);
            Debug.Add(Windowmanager);
            Debug.Add(DepressionHandler);
            //Debug.Add(testEmitter);
            //Debug.AppendFlag(DebugFlag.PlayerStats, false);
            //Debug.AppendFlag(DebugFlag.ObjectmanagerStats,false);
            //Debug.AppendFlag(DebugFlag.ObjectInformation, true);
            //Debug.AppendFlag(DebugFlag.CollisonShape, true);
            Debugview.DebugPanelPosition = new Vector2(500, 100);
            Debugview.AppendFlags(DebugViewFlags.DebugPanel);
            Debugview.LoadContent(GraphicsDevice, Content);

            base.Initialize();
        }