public Room(Vector2 Size) { this.Size = Size; this.player = new Player(this, new Vector2(WALL_PADDING, Size.Y / 2)); this.blocks = new BufferedList<GameObject>(); this.blocks.Add(new GameObject(this, Vector2.Zero, Vector2.Zero, new Vector2(WALL_PADDING, Size.Y), TextureBin.Pixel)); this.blocks.Add(new GameObject(this, new Vector2(Size.X - WALL_PADDING, 0), Vector2.Zero, new Vector2(WALL_PADDING, Size.Y), TextureBin.Pixel)); this.blocks.Add(player); this.blockGroups = new List<BlockGroup>(); this.snow = new BufferedList<Snow>(); this.blocks.Add(new GameObject(this, new Vector2(0, Engine.screenResolution.Y - 200), new Vector2(Engine.screenResolution.X, Engine.screenResolution.Y))); }
public ListControl(SectionFactory sectionFactory) : base(sectionFactory) { InitializeComponent(); _itemList = new BufferedList(); _itemList.ListControl = this; _selectedItems = new SelectedItemsCollection(this); _customiseListSection = SectionFactory.CreateCustomiseListSection(this); _listSection = SectionFactory.CreateListSection(this); Canvas.Children.Add(_customiseListSection); Canvas.Children.Add(_listSection); }
// Empties the contents of a room. public virtual void Reset() { this.floors = new List<Floor>(); this.blocks = new List<Block>(); this.cameraTarget = null; this.objects = new BufferedList<WorldObject>(); this.nodes = new NodeManager(); this.decalsBack = new BufferedList<Decal>(); this.decalsFront = new BufferedList<Decal>(); }
protected RegistrationTargetBase() { Updateables = new BufferedLinkedList <UpdateContainer>(); Renderables = new BufferedList <RenderContainer>(); }
internal void SetLayerInfo(BufferedList <RenderContainer> renderables) { this.renderables = renderables; }
private float[] CalculateLighting(VertexPositionNormalTexture[] vertices, BufferedList<Light> lights) { float strength = 0; foreach (Light light in lights) { Vector3 lightRay = vertices[0].Position - light.position; float length = lightRay.Length(); lightRay.Normalize(); float dot = Vector3.Dot(vertices[0].Normal, -lightRay); float distAdjust = Math.Max(0, (light.distance - length) / light.distance); strength += Math.Max(0, dot * distAdjust * light.brightness); } return new float[] {strength}; }
public StateManager() { states = new BufferedList<State>(); focusState = new List<State>(); }