public Particle(APhysics physics, AGraphics graphics, Vector2 position, double lifetime) : base(position, physics, graphics)
 {
     this.lifetime = lifetime;
     // Only set task if lifetime is greater than zero. That way we can set lifetime to be
     // "forever" and set it to done when we see fit.
     if (lifetime >= 0)
     {
         Misc.TaskScheduler.AddTask(() => done = true, lifetime, lifetime, this.id);
     }
 }
        public PlayerStateMachine(Player player) : base(PlayerStates.Walking)
        {
            _player = player;

            //
            // Setup components for walking state.
            //

            _walkingInput    = new PlayerInput();
            _walkingPhysics  = new TopDownPhysics(_player.WalkSpeed, _player.WalkSpeed / 2, 0.9f);
            _walkingGraphics = new P8TopDownAnimator(P8TopDownAnimator.AnimationMode.SIDES_ONLY);
            ((P8TopDownAnimator)_walkingGraphics).RunLeft   = new SpriteAnimation(new P8Sprite(33, 1, 1, true, false), 4, 0.3f);
            ((P8TopDownAnimator)_walkingGraphics).IdleLeft  = new SpriteAnimation(new P8Sprite(32, 1, 1, true, false), 1, 0.3f);
            ((P8TopDownAnimator)_walkingGraphics).RunRight  = new SpriteAnimation(new P8Sprite(33, 1, 1, false, false), 4, 0.3f);
            ((P8TopDownAnimator)_walkingGraphics).IdleRight = new SpriteAnimation(new P8Sprite(32, 1, 1, false, false), 1, 0.3f);
        }
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        /// <summary>
        ///
        /// </summary>
        /// <param name="Width"></param>
        /// <param name="Height"></param>
        public void Resize(int Width, int Height)
        {
            CheckSrcBitmap();

            Bitmap   ABitmap;
            Graphics AGraphics;

            // pomocna Bitmapa urcene velikosti
            ABitmap   = new Bitmap(Width, Height, SrcBitmap.PixelFormat);
            AGraphics = Graphics.FromImage(ABitmap);
            AGraphics.SmoothingMode     = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
            AGraphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
            AGraphics.DrawImage(SrcBitmap, 0, 0, ABitmap.Width, ABitmap.Height);

            // prehodim novou Bitmapu do stare
            SrcBitmap.Dispose();
            SrcBitmap = ABitmap;

            AGraphics.Dispose();
        }
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Engine.CurrentGame = this;

            AMonitor monitor;
            monitor = new AMonitor(ref graphics);
            monitor.SetVirtualResolution(800, 600);
            monitor.SetResolution(Resolutions.R800x600);
            Engine.Monitor = monitor;
            Engine.KeyboardDispatcher = new KeyboardDispatcher(Window);

            staticWindow = Window;

            // Try and load the settings, if failed, save the current settings to the file
            if(GameSettings.LoadSettings())
            {
                GameSettings.ApplySettings();
            }
            else
            {
                GameSettings.SaveSettings(0.5f, 0.5f);
            }

            AGraphics gfx = new AGraphics();
            gfx.InitializeGraphics(monitor.gfxDev);
            Engine.AtriceGraphics = gfx;

            base.Initialize();
        }