Example #1
0
        public GameEnvironment(Controller ctrl)
            : base(ctrl)
        {
            Pressure = 0.0f;

            Sound.StopAll(true);

            // Camera.
            Camera = new Camera2D(this);
            //Camera.Position = new Vector2(1280.0f, k_idealScreenSize.Y * 0.5f);
            Camera.MoveSpeed = defaultCameraMoveSpeed;
            Camera.ResetEffectScale(1.0f);             // Set at slightly higher than 1.0 so we can do a zoom out pressure effect.

            // Window.
            Controller.Window.ClientSizeChanged += WindowSizeChanged;
            WindowSizeChanged(null, null);
            Controller.IsMouseVisible = true;

            // Collision.
            CollisionWorld = new Physics.Dynamics.World(Vector2.Zero);

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

            ParticleRenderer = new SpriteBatchRenderer {
                GraphicsDeviceService = ctrl.Graphics
            };

            ParticleRenderer.LoadContent(contentManager);

            // Create collision notification callbacks.
            CollisionWorld.ContactManager.PreSolve      += PreSolve;
            CollisionWorld.ContactManager.BeginContact  += BeginContact;
            CollisionWorld.ContactManager.EndContact    += EndContact;
            CollisionWorld.ContactManager.ContactFilter += ContactFilter;

            // HUD.
            HUD = new Menus.HUD(this);

            // Effects.
            m_tintEffect = contentManager.Load <Effect>("TintEffect");

            FadeOut = new FaderOuter(this);

            SpawnController = new SpawnController(this);

            // Farseer freaks out unless we call Update here when changing Environments.  FIXME: Why?
            Update(0.0f);
        }
Example #2
0
        public GameEnvironment(Controller ctrl)
            : base(ctrl)
        {
            Sound.StopAll(true);

            CollisionWorld = new Physics.Dynamics.World(Vector2.Zero);
            Controller.Window.ClientSizeChanged += WindowSizeChanged;
            Camera = new Camera2D(this);
            WindowSizeChanged(null, null);

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

            ParticleRenderer = new SpriteBatchRenderer {
                GraphicsDeviceService = ctrl.Graphics
            };

            ExplosionEffect = contentManager.Load<ParticleEffect>("ExplosionEffect");
            ThrusterEffect = contentManager.Load<ParticleEffect>("ThrusterEffect");
            FrostThrusterEffect = contentManager.Load<ParticleEffect>("FrostThrusterEffect");
            AttachEffect = contentManager.Load<ParticleEffect>("AttachEffect");
            BlackHoleEffect = contentManager.Load<ParticleEffect>("BlackHoleEffect");
            AlertEffect = contentManager.Load<ParticleEffect>("AlertEffect");
            TractorBeamEffect = contentManager.Load<ParticleEffect>("TractorBeamEffect");

            EffectsBelowShip.Add(ThrusterEffect);
            EffectsBelowShip.Add(FrostThrusterEffect);
            EffectsBelowShip.Add(TractorBeamEffect);

            EffectsAboveShip.Add(ExplosionEffect);
            EffectsAboveShip.Add(AttachEffect);
            EffectsAboveShip.Add(BlackHoleEffect);
            EffectsAboveShip.Add(AlertEffect);

            ParticleRenderer.LoadContent(contentManager);

            foreach (var e in EffectsBelowShip) {
                e.Initialise();
                e.LoadContent(contentManager);
            }

            foreach (var e in EffectsAboveShip) {
                e.Initialise();
                e.LoadContent(contentManager);
            }

            // Create collision notification callbacks.
            CollisionWorld.ContactManager.PreSolve += PreSolve;
            CollisionWorld.ContactManager.BeginContact += BeginContact;
            CollisionWorld.ContactManager.EndContact += EndContact;
            CollisionWorld.ContactManager.ContactFilter += ContactFilter;

            // first parameter controls how strong the pull is; the second parameter controls the radius of the pull.
            BlackHoleController = new BlackHolePhysicsController(500.0f, 250.0f * k_physicsScale, 9.0f * k_physicsScale);
            CollisionWorld.AddController(BlackHoleController);

            ShipCollisionAvoidanceController shipAvoid = new ShipCollisionAvoidanceController(150.0f * k_physicsScale);
            shipAvoid.MaxRadius = 80.0f * k_physicsScale;
            CollisionWorld.AddController(shipAvoid);

            // HUD.
            HUD = new Menus.HUD(this);

            // Farseer freaks out unless we call Update here when changing Environments.  FIXME: Why?
            Update(0.0f);
        }