Exemple #1
0
        public override void Initialise()
        {
            // Initialise and fade in
            GameGlobal.InitialiseAssets();
            GameGlobal.Fader.RunFunction("FadeIn");

            // DebugText
            DebugText = new Entity(entity => {
                entity.Position = new Vector2(-55, 20);

                entity.AddComponent(new Text()).Run <Text>(text => {
                    string temp = "";
                    foreach (var item in DebugData)
                    {
                        temp += item.Key + ": " + item.Value + "\n";
                    }

                    text.String = temp;

                    CoroutineHelper.Always(() => {
                        //text.Visible = (OptionSelector.SelectedOption.ID == "debug");
                    });
                });
            });

            MainMenu();
        }
Exemple #2
0
        public override void Initialise()
        {
            // Initialise and
            GameGlobal.InitialiseAssets();

            // DEBUGGING
            #region Debugging
            // Debug text
            new Entity(entity => {
                entity.SortingLayer = 1;
                entity.LayerName    = "Fade";
                entity.Position     = -(Global.Resolution.ToVector2() / 2);
                entity.AddComponent(new Text()).Run <Text>(component => {
                    component.SetSpriteFont("HeartbitXX");
                    component.Color = Color.Yellow;

                    entity.UpdateAction = e => {
                        component.String = "";
                        //component.String = "Entities: " + Global.CountEntities().ToString() + ", Coroutines: " + Coroutines.Count.ToString() + ", FPS: " + Global.FPS.ToString();
                        //component.String = String.Join(", ", GameGlobal.Player.GetComponent<MainCollider>().PrevCollidingTriggers.Select(x => x.Name).ToArray());
                        component.String      += (GameGlobal.DebugString.Length > 0) ? " | " + GameGlobal.DebugString : "";
                        GameGlobal.DebugString = "";
                    };
                });
            });

            // Hotspot tester
            hotspotTest = new Entity(entity => {
                entity.AddComponent(new Sprite()).Run <Sprite>(d => {
                    d.BuildRectangle(new Point(4, 4), Color.Orange);
                });
                entity.SortingLayer = 10;
            });
            CoroutineHelper.Always(() => {
                //hotspotTest.Position = new Vector2(textTest.BoundingBox.Left + textTest.Size.X / 2, textTest.BoundingBox.Bottom);
            });
            #endregion

            // Backgrounds
            #region Backgrounds

            /*
             * new Entity(entity => {
             *  entity.LayerName = "Background";
             *  entity.Position += new Vector2(0, 80);
             *  entity.AddComponent(new Drawable() { Texture2D = Global.Content.Load<Texture2D>("WaterTest") }).Run<Drawable>(component => {
             *      Color[] colorArr = component.Texture2D.To1DArray();
             *      CoroutineHelper.Always(() => {
             *          component.Texture2D.ManipulateColors1D(colors => {
             *              colors = (Color[])colorArr.Clone();
             *              for (int y = 0; y < 100; y++)
             *                  colors.Shift(new Point(256, 100), new Rectangle(0, 1 * y, 256, 1), new Point(-(int)(Global.Camera.Position.X * (y + 1) * 0.005f), 1 * y));
             *              return colors;
             *          });
             *      });
             *  });
             * });*/
            #endregion

            // Player entity
            GameGlobal.Player = new Entity();
            GameGlobal.Player.AddComponent(new PlayerController());

            Global.AudioController.MusicSetThisFrame = false;

            // Temp
            RenderBlender = new RenderBlender(
                Color.Black * 0f,
                new List <RenderBlender.DrawableTexture>()
            {
            }
                );

            // Load level
            LevelLoader levelLoader = new LevelLoader();
            levelLoader.Load(GameData.Get("Level"), (tileset, tiles, entities) => {
                // Create tilemap
                TileMap tileMap = new TileMap(new Point(16, 16), "Tilesets/" + tileset.Substring(0, tileset.LastIndexOf('.')), tiles);
                tileMap.Build(new Point(32, 32));

                // Map collision
                foreach (var tgroup in tileMap.TileGroupEntities)
                {
                    if (tgroup.SortingLayer == GameGlobal.Player.SortingLayer)
                    {
                        tgroup.AddComponent(new Collider()).Run <Collider>(c => { c.ColliderType = Collider.ColliderTypes.Pixel; });
                    }

                    //if (tgroup.SortingLayer == GameGlobal.Player.SortingLayer - 1)
                    //    tgroup.IsPlatform = true;
                }

                // Entities
                new EntityInfoInterpreter(entities);
            });

            // Camera
            CameraController = new CameraController
            {
                Target  = GameGlobal.PlayerGraphicEntity,
                Easing  = 0.08f,
                MaxStep = 1000
            };
            CameraController.SnapOnce();
            CameraController.Mode = CameraController.Modes.LerpToTarget;

            // Level script
            LevelScripts levelScripts = new LevelScripts();
            Type         type         = levelScripts.GetType();
            MethodInfo   method       = type.GetMethod(GameData.Get("Level"));

            if (method != null)
            {
                method.Invoke(levelScripts, new object[0]);
            }

            if (!Global.AudioController.MusicSetThisFrame)
            {
                Global.AudioController.MusicFadeOut();
            }

            if (GameGlobal.Fader.Data["Cancel"] != "true")
            {
                // This delay is currently for the camera repositioning if min / max are applied
                CoroutineHelper.WaitRun(0.5f, () => {
                    GameGlobal.Fader.RunFunction("FadeIn");
                });
            }
        }