public EditorBase(Microsoft.Xna.Framework.Game game) : base(game) { // Get services from the global service container. var services = (ServiceContainer)ServiceLocator.Current; UIContentManager = services.GetInstance<ContentManager>("UIContent"); InputService = services.GetInstance<IInputService>(); AnimationService = services.GetInstance<IAnimationService>(); GraphicsService = services.GetInstance<IGraphicsService>(); GameObjectService = services.GetInstance<IGameObjectService>(); UIService = services.GetInstance<IUIService>(); // Create a local service container which can be modified in samples: // The local service container is a child container, i.e. it inherits the // services of the global service container. Samples can add new services // or override existing entries without affecting the global services container // or other samples. Services = services.CreateChildContainer(); // Load a UI theme, which defines the appearance and default values of UI controls. Theme theme = UIContentManager.Load<Theme>("BlendBlue/Theme"); FigureRenderer = new FigureRenderer(GraphicsService, 2000); DebugRenderer = new DebugRenderer(GraphicsService, UIContentManager.Load<SpriteFont>("BlendBlue/Default")); UIRenderer = new UIRenderer(GraphicsService.GraphicsDevice, theme); UIScreen = new UIScreen("Main Screen", UIRenderer) { Background = Color.TransparentBlack, }; UIService.Screens.Add(UIScreen); Scene = new Scene(); }
public TestEntity(IGameObjectService gameObjectService, bool isGameObject) { if (isGameObject) { gameObjectService.AddEntity(this); } }
protected Sample(Microsoft.Xna.Framework.Game game) : base(game) { // Get services from the global service container. var services = (ServiceContainer)ServiceLocator.Current; SampleFramework = services.GetInstance <SampleFramework>(); ContentManager = services.GetInstance <ContentManager>(); UIContentManager = services.GetInstance <ContentManager>("UIContent"); InputService = services.GetInstance <IInputService>(); AnimationService = services.GetInstance <IAnimationService>(); Simulation = services.GetInstance <Simulation>(); ParticleSystemService = services.GetInstance <IParticleSystemService>(); GraphicsService = services.GetInstance <IGraphicsService>(); GameObjectService = services.GetInstance <IGameObjectService>(); UIService = services.GetInstance <IUIService>(); // Create a local service container which can be modified in samples: // The local service container is a child container, i.e. it inherits the // services of the global service container. Samples can add new services // or override existing entries without affecting the global services container // or other samples. Services = services.CreateChildContainer(); // Store a copy of the original graphics screens. _originalGraphicsScreens = GraphicsService.Screens.ToArray(); // Mouse is visible by default. SampleFramework.IsMouseVisible = true; }
protected Sample(Microsoft.Xna.Framework.Game game) : base(game) { // Get services from the global service container. var services = (ServiceContainer)ServiceLocator.Current; SampleFramework = services.GetInstance<SampleFramework>(); ContentManager = services.GetInstance<ContentManager>(); UIContentManager = services.GetInstance<ContentManager>("UIContent"); InputService = services.GetInstance<IInputService>(); AnimationService = services.GetInstance<IAnimationService>(); Simulation = services.GetInstance<Simulation>(); ParticleSystemService = services.GetInstance<IParticleSystemService>(); GraphicsService = services.GetInstance<IGraphicsService>(); GameObjectService = services.GetInstance<IGameObjectService>(); UIService = services.GetInstance<IUIService>(); // Create a local service container which can be modified in samples: // The local service container is a child container, i.e. it inherits the // services of the global service container. Samples can add new services // or override existing entries without affecting the global services container // or other samples. Services = services.CreateChildContainer(); // Store a copy of the original graphics screens. _originalGraphicsScreens = GraphicsService.Screens.ToArray(); // Mouse is visible by default. SampleFramework.IsMouseVisible = true; }
protected Sample(Microsoft.Xna.Framework.Game game) : base(game) { // Enable mouse centering and hide mouse by default. EnableMouseCentering = true; // Get services from the global service container. var services = (ServiceContainer)ServiceLocator.Current; ContentManager = services.GetInstance <ContentManager>(); UIContentManager = services.GetInstance <ContentManager>("UIContent"); InputService = services.GetInstance <IInputService>(); AnimationService = services.GetInstance <IAnimationService>(); Simulation = services.GetInstance <Simulation>(); ParticleSystemService = services.GetInstance <IParticleSystemService>(); GraphicsService = services.GetInstance <IGraphicsService>(); GameObjectService = services.GetInstance <IGameObjectService>(); UIService = services.GetInstance <IUIService>(); // Create a local service container which can be modified in samples: // The local service container is a child container, i.e. it inherits the // services of the global service container. Samples can add new services // or override existing entries without affecting the global services container // or other samples. Services = services.CreateChildContainer(); }
public ExplosionObject(IServiceLocator services) { Name = "Explosion"; _inputService = services.GetInstance<IInputService>(); _simulation = services.GetInstance<Simulation>(); _gameObjectService = services.GetInstance<IGameObjectService>(); }
public GrabObject(IServiceLocator services) { Name = "Grab"; _inputService = services.GetInstance<IInputService>(); _simulation = services.GetInstance<Simulation>(); _gameObjectService = services.GetInstance<IGameObjectService>(); }
public BallShooterObject(IServiceLocator services) { Name = "BallShooter"; Speed = 100; _inputService = services.GetInstance <IInputService>(); _simulation = services.GetInstance <Simulation>(); _gameObjectService = services.GetInstance <IGameObjectService>(); }
public MyGameComponent(Microsoft.Xna.Framework.Game game, IServiceLocator services) : base(game) { // Get the services that this component needs regularly. _services = services; _inputService = services.GetInstance <IInputService>(); _simulation = services.GetInstance <Simulation>(); _graphicsService = services.GetInstance <IGraphicsService>(); _gameObjectService = services.GetInstance <IGameObjectService>(); _uiService = services.GetInstance <IUIService>(); // Add gravity and damping to the physics simulation. _simulation.ForceEffects.Add(new Gravity()); _simulation.ForceEffects.Add(new Damping()); // Create the DeferredGraphicsScreen and some 3D objects. _deferredGraphicsScreen = new DeferredGraphicsScreen(services); _deferredGraphicsScreen.DrawReticle = true; _graphicsService.Screens.Insert(0, _deferredGraphicsScreen); // The GameObjects below expect try to retrieve DebugRenderer and Scene via // service container. var serviceContainer = (ServiceContainer)services; serviceContainer.Register(typeof(DebugRenderer), null, _deferredGraphicsScreen.DebugRenderer); serviceContainer.Register(typeof(IScene), null, _deferredGraphicsScreen.Scene); _cameraGameObject = new CameraObject(services); _gameObjectService.Objects.Add(_cameraGameObject); _deferredGraphicsScreen.ActiveCameraNode = _cameraGameObject.CameraNode; _gameObjectService.Objects.Add(new GrabObject(services)); _gameObjectService.Objects.Add(new StaticSkyObject(services)); _gameObjectService.Objects.Add(new GroundObject(services)); for (int i = 0; i < 10; i++) { _gameObjectService.Objects.Add(new DynamicObject(services, 1)); } // Get the "SampleUI" screen that was created by the StartScreenComponent. _uiScreen = _uiService.Screens["SampleUI"]; // Add a second GraphicsScreen. This time it is a DelegateGraphicsScreen that // draws the UI over DeferredGraphicsScreen. _delegateGraphicsScreen = new DelegateGraphicsScreen(_graphicsService) { RenderCallback = context => _uiScreen.Draw(context.DeltaTime) }; _graphicsService.Screens.Insert(1, _delegateGraphicsScreen); // Create the game menu window. But do not display it yet. _gameMenuWindow = new GameMenuWindow { // If the menu is opened and closed a lot, it is more efficient when _gameMenuWindow.Close() // makes the window invisible but does not remove it from the screen. HideOnClose = true, }; }
public BallShooterObject(IServiceLocator services) { Name = "BallShooter"; Speed = 100; _inputService = services.GetInstance<IInputService>(); _simulation = services.GetInstance<Simulation>(); _gameObjectService = services.GetInstance<IGameObjectService>(); }
public RectangleObject(IServiceLocator services) { _inputService = services.GetInstance<IInputService>(); _gameObjectService = services.GetInstance<IGameObjectService>(); _debugRenderer = services.GetInstance<DebugRenderer>("DebugRenderer2D"); _left = RandomHelper.Random.NextInteger(0, 1000); _top = RandomHelper.Random.NextInteger(0, 600); SetRandomColor(); }
public RectangleObject(IServiceLocator services) { _inputService = services.GetInstance <IInputService>(); _gameObjectService = services.GetInstance <IGameObjectService>(); _debugRenderer = services.GetInstance <DebugRenderer>("DebugRenderer2D"); _left = RandomHelper.Random.NextInteger(0, 1000); _top = RandomHelper.Random.NextInteger(0, 600); SetRandomColor(); }
public EnvironmentDecalsControl(IServiceLocator services) { _gameObjectService = services.GetInstance <IGameObjectService>(); Content = new TextBlock { Text = "Enable Decals" }; var environmentDecalsObject = (EnvironmentDecalsObject)_gameObjectService.Objects["EnvironmentDecals"]; IsChecked = environmentDecalsObject.IsEnabled; }
public MyGameComponent(Microsoft.Xna.Framework.Game game, IServiceLocator services) : base(game) { // Get the services that this component needs regularly. _services = services; _inputService = services.GetInstance<IInputService>(); _simulation = services.GetInstance<Simulation>(); _graphicsService = services.GetInstance<IGraphicsService>(); _gameObjectService = services.GetInstance<IGameObjectService>(); _uiService = services.GetInstance<IUIService>(); // Add gravity and damping to the physics simulation. _simulation.ForceEffects.Add(new Gravity()); _simulation.ForceEffects.Add(new Damping()); // Create the DeferredGraphicsScreen and some 3D objects. _deferredGraphicsScreen = new DeferredGraphicsScreen(services); _deferredGraphicsScreen.DrawReticle = true; _graphicsService.Screens.Insert(0, _deferredGraphicsScreen); // The GameObjects below expect try to retrieve DebugRenderer and Scene via // service container. var serviceContainer = (ServiceContainer)services; serviceContainer.Register(typeof(DebugRenderer), null, _deferredGraphicsScreen.DebugRenderer); serviceContainer.Register(typeof(IScene), null, _deferredGraphicsScreen.Scene); _cameraGameObject = new CameraObject(services); _gameObjectService.Objects.Add(_cameraGameObject); _deferredGraphicsScreen.ActiveCameraNode = _cameraGameObject.CameraNode; _gameObjectService.Objects.Add(new GrabObject(services)); _gameObjectService.Objects.Add(new StaticSkyObject(services)); _gameObjectService.Objects.Add(new GroundObject(services)); for (int i = 0; i < 10; i++) _gameObjectService.Objects.Add(new DynamicObject(services, 1)); // Get the "SampleUI" screen that was created by the StartScreenComponent. _uiScreen = _uiService.Screens["SampleUI"]; // Add a second GraphicsScreen. This time it is a DelegateGraphicsScreen that // draws the UI over DeferredGraphicsScreen. _delegateGraphicsScreen = new DelegateGraphicsScreen(_graphicsService) { RenderCallback = context => _uiScreen.Draw(context.DeltaTime) }; _graphicsService.Screens.Insert(1, _delegateGraphicsScreen); // Create the game menu window. But do not display it yet. _gameMenuWindow = new GameMenuWindow { // If the menu is opened and closed a lot, it is more efficient when _gameMenuWindow.Close() // makes the window invisible but does not remove it from the screen. HideOnClose = true, }; }
public CampfireControl(IServiceLocator services) { _gameObjectService = services.GetInstance <IGameObjectService>(); var campfireObject = (CampfireObject)_gameObjectService.Objects["Campfire"]; Content = new TextBlock { Text = "Enable Campfire Particle System" }; IsChecked = campfireObject.IsEnabled; }
public CharStatsService( IStealthClient client, IGameObjectService gameObjectService, IObjectSearchService objectSearchService, IMoveItemService moveItemService) : base(client) { _gameObjectService = gameObjectService; _objectSearchService = objectSearchService; _moveItemService = moveItemService; }
public HelpComponent(Microsoft.Xna.Framework.Game game) : base(game) { var services = ServiceLocator.Current; _inputService = services.GetInstance <IInputService>(); _graphicsService = services.GetInstance <IGraphicsService>(); _gameObjectService = services.GetInstance <IGameObjectService>(); // Add a new graphics screen to the graphics service. _graphicsScreen = new SampleGraphicsScreen(services); _graphicsService.Screens.Add(_graphicsScreen); game.Components.ComponentAdded += OnGameComponentAdded; }
//-------------------------------------------------------------- #region Creation & Cleanup //-------------------------------------------------------------- /// <summary> /// Initializes a new instance of the <see cref="SampleFramework" /> class. /// </summary> /// <param name="game">The XNA game.</param> /// <param name="initialSample">The type of the first sample.</param> public SampleFramework(SampleGame game, Type initialSample) { _game = game; _initialSample = initialSample; // Get all required services. _services = (ServiceContainer)ServiceLocator.Current; _inputService = ServiceLocator.Current.GetInstance <IInputService>(); _graphicsService = _services.GetInstance <IGraphicsService>(); _gameObjectService = _services.GetInstance <IGameObjectService>(); InitializeSamples(); InitializeController(); InitializeMouse(); InitializeProfiler(); InitializeGui(); }
public void Update() { if (Parent.Scene.ServiceProvider.GetService <ITimeService>().TimeScale == 0) { return; } if (Parent.GetComponent <OwnerComponent>().Owner != 0) { return; } if (!Parent.GetComponent <SelectComponent>().Selected) { ClearBuyButtons(); return; } IGameObjectService gameObjectService = Parent.Scene.ServiceProvider.GetService <IGameObjectService>(); foreach (var entity in gameObjectService.GetEntities()) { if (!entity.HasComponent <BuyArmyComponent>()) { continue; } // return if other entity with BuyArmyComponent is selected if (entity != Parent && entity.GetComponent <SelectComponent>().Selected) { ClearBuyButtons(); return; } } CreateBuyButtons(); }
public EditorBase(Microsoft.Xna.Framework.Game game) : base(game) { // Get services from the global service container. var services = (ServiceContainer)ServiceLocator.Current; UIContentManager = services.GetInstance <ContentManager>("UIContent"); InputService = services.GetInstance <IInputService>(); AnimationService = services.GetInstance <IAnimationService>(); GraphicsService = services.GetInstance <IGraphicsService>(); GameObjectService = services.GetInstance <IGameObjectService>(); UIService = services.GetInstance <IUIService>(); // Create a local service container which can be modified in samples: // The local service container is a child container, i.e. it inherits the // services of the global service container. Samples can add new services // or override existing entries without affecting the global services container // or other samples. Services = services.CreateChildContainer(); // Load a UI theme, which defines the appearance and default values of UI controls. Theme theme = UIContentManager.Load <Theme>("BlendBlue/Theme"); FigureRenderer = new FigureRenderer(GraphicsService, 2000); DebugRenderer = new DebugRenderer(GraphicsService, UIContentManager.Load <SpriteFont>("BlendBlue/Default")); UIRenderer = new UIRenderer(GraphicsService.GraphicsDevice, theme); UIScreen = new UIScreen("Main Screen", UIRenderer) { Background = Color.TransparentBlack, }; UIService.Screens.Add(UIScreen); Scene = new Scene(); }
//-------------------------------------------------------------- #region Creation & Cleanup //-------------------------------------------------------------- /// <summary> /// Initializes a new instance of the <see cref="SampleFramework" /> class. /// </summary> /// <param name="game">The XNA game.</param> /// <param name="initialSample">The type of the first sample.</param> public SampleFramework(SampleGame game, Type initialSample) { _game = game; _initialSample = initialSample; // Get all required services. _services = (ServiceContainer)ServiceLocator.Current; _inputService = ServiceLocator.Current.GetInstance<IInputService>(); _graphicsService = _services.GetInstance<IGraphicsService>(); _gameObjectService = _services.GetInstance<IGameObjectService>(); InitializeSamples(); InitializeController(); InitializeMouse(); InitializeProfiler(); InitializeGui(); }
public ObjectCreatorObject(IServiceLocator services) { _services = services; _inputService = services.GetInstance <IInputService>(); _gameObjectService = services.GetInstance <IGameObjectService>(); }
public AttackService(IStealthClient client, ICharStatsService charStatsService, IGameObjectService gameObjectService) : base(client) { _charStatsService = charStatsService; _gameObjectService = gameObjectService; }
public ObjectCreatorObject(IServiceLocator services) { _services = services; _inputService = services.GetInstance<IInputService>(); _gameObjectService = services.GetInstance<IGameObjectService>(); }