public Component(Engine engine) { Engine = engine; Disposed = false; Visible = true; drawOrder = 0; }
/// <summary> /// Loads and manages maps. /// </summary> /// <param name="game">Game reference.</param> /// <param name="mapPath">The relative path to the map.</param> public Level(Engine engine, string mapPath) : base(engine) { mapFilePath = mapPath; Lights = new List<EffectLight>(); levelParticleEffects = new List<ParticleEffectComponent>(); DrawOrder = (int)Global.Layers.Background; Engine.AddComponent(this); }
public Light(Engine engine) : base(engine) { light = new Light2D(); light.Texture = Engine.Lighting.PointLightTexture; Engine.Lighting.Krypton.Lights.Add(light); Engine.AddComponent(this); }
public ParticleEffectComponent(Engine engine, string effectName, Vector2 initialPosition) : base(engine) { DrawParticleEffect = true; particleEffectName = effectName; this.Position = initialPosition; particleEffect = Engine.Content.Load<ParticleEffect>(@"ParticleEffects\" + particleEffectName); particleEffect.LoadContent(Engine.Content); particleEffect.Initialise(); DrawOrder = int.MaxValue - 1; Engine.AddComponent(this); }
public Player(Engine engine, Vector2 tilePosition) : base(engine, tilePosition) { DrawOrder = (int)Global.Layers.Player; AudioListener = new AudioListener(); AudioListener.Position = new Vector3(Position, 0); light = new Light(engine); light.Color = Color.White; light.Fov = MathHelper.TwoPi; light.Position = Position; light.Range = 250; light.ShadowType = Krypton.Lights.ShadowType.Illuminated; Engine.AddComponent(this); }
public GravityLight(Engine engine, float gravityValue) : base(engine) { this.gravityValue = gravityValue; gravityVector = new Vector2(0.0f, gravityValue); }
public NullLight(Engine engine, List<EffectLight> worldLights) : base(engine) { WorldLights = worldLights; }
public MovingPlatformPhysicsComponent(Engine engine, List<Vector2> gameWorldPositionList, float speed) : base(engine) { }
/// <summary> /// Constructs a new instance of krypton /// </summary> /// <param name="game">Your game object</param> /// <param name="effectAssetName">The asset name of Krypton's effect file, which must be included in your content project</param> public KryptonEngine(Engine engine, string effectAssetName) : base(engine) { this.mEffectAssetName = effectAssetName; }