Exemple #1
0
        public cPickupAble(cGameScene scene, cSpatialGrid grid, Vector2f pos, Vector2f emit_direction) : base(scene, pos)
        {
            this.grid     = grid;
            this.pickedUp = pulling = false;
            this.heading  = emit_direction;

            this.bounds = new cAABB();
            this.bounds.SetDims(new Vector2f(16.0f, 22.0f));
            this.bounds.SetPosByCenter(pos);
            this.HitCollisionRect = bounds;

            this.MaxSpeed = EMIT_SPEED * 2;
            this.mass     = 100.0f;

            this.velocity.X = this.heading.X * EMIT_SPEED;
            this.velocity.Y = this.heading.Y * EMIT_SPEED;
            orientation     = cAppMath.GetAngleOfVector(heading);

            this.sprite = new Sprite(cAssetManager.GetTexture("pickups"));

            pickup = PickupEffects.getWeighted(); //.get(PickupType.HEALTH);

            this.sprite.TextureRect = pickup.TextureRect;
            //this.sprite.Scale = new Vector2f(0.5f, 0.5f);
            //this.sprite.Rotation = (float)cAppMath.RadianToDegress(this.orientation);

            this.sprite.Origin = new Vector2f(12.0f, 12.0f);
        }
 private void CleanUp()
 {
     cAnimationAssets.ClearAll();
     gameWorld.ClearAll();
     lightMap.RemoveAll();
     this.entityPool.RemoveAll();
     BulletBreed.Cleanup();
     PickupEffects.Cleanup();
     resourceAssets.ClearResources();
 }
 /// <summary>
 /// If pickup type is unknown (not specified), generate one by weights
 /// </summary>
 /// <param name="scene"></param>
 /// <param name="grid"></param>
 /// <param name="pos"></param>
 /// <param name="emit_direction"></param>
 public cPickupAble(GameScene scene, Vector2f pos, Vector2f emit_direction, PickupType type = PickupType.UNKNOWN) : base(scene, pos)
 {
     pickup = type == PickupType.UNKNOWN ? PickupEffects.getWeighted() : PickupEffects.get(type);
     this.init(pos, emit_direction);
 }
        public override void Enter()
        {
            this.resourceAssets.LoadResources(Constants.FONT_NAMES, Constants.TEXTURES_NAMES, Constants.SOUND_NAMES);
            cAnimationAssets.LoadAnimations(this.resourceAssets);

            BulletBreed.Init(this.resourceAssets);
            PickupEffects.InitPickupEffects(this.resourceAssets);

            camera      = new Camera(new View(new Vector2f(appControllerRef.WindowSize.X / 2.0f, appControllerRef.WindowSize.Y / 2.0f), appControllerRef.WindowSize));
            camera.Zoom = 0.6f; //  0.6f;

            appControllerRef.MainWindow.SetView(camera.View);

            /*
             * Vector2f viewSize = new Vector2f(appController.MainWindow.Size.X, appController.MainWindow.Size.Y);
             *
             * m_View.Size = new Vector2f(viewSize.X, viewSize.Y);
             * m_View.Center = new Vector2f(viewSize.X / 2.0f, viewSize.Y / 2.0f);
             * m_View.Viewport = new FloatRect(0.0f, 0.0f, 1.0f, 1.0f);
             * m_View.Zoom(0.6f); //0.6f
             *
             * viewRect = new AABB();
             * viewRect.SetDims(m_View.Size);
             */

            worldEnvironment = new cEnvironment();

            // Constants.LIGHTMAP_COLOR
            lightMap  = new cLightSystem(Constants.LIGHTMAP_COLOR, this.resourceAssets); //((uint)m_World.WorldBounds.dims.X, (uint)m_World.WorldBounds.dims.Y, Constants.LIGHTMAP_COLOR);
            gameWorld = new cWorld(this, appControllerRef.MainWindow.Size);

            gameWorld.InitLevel();

            //lightMap.Create((uint)m_World.WorldBounds.dims.X, (uint)m_World.WorldBounds.dims.Y);
            lightMap.Create(appControllerRef.MainWindow.Size.X, appControllerRef.MainWindow.Size.Y);

            lightMap.loadLightsFromTmxMap(gameWorld.CurrentLevel.GetTmxMap());

            this.staticTexture = new RenderTexture((uint)gameWorld.WorldBounds.dims.X, (uint)gameWorld.WorldBounds.dims.Y);
            this.staticTexture.SetActive(true);
            this.staticTexture.Clear(new Color(0, 0, 0, 0));
            //this.staticTexture.SetView(m_View);


            Vector2f playerStart = new Vector2f(gameWorld.LevelStartRegion.center.X, gameWorld.LevelStartRegion.rightBottom.Y);

            playerStart.X -= Constants.CHAR_FRAME_WIDTH / 2.0f;
            playerStart.Y -= Constants.CHAR_FRAME_HEIGHT;

            player = new cPlayer(this, playerStart);

            entityPool = new GameObjectGrid(this, gameWorld.WorldBounds.dims, player);
            entityPool.InitLevelEntites(World.CurrentLevel);

            //vizekhez adunk fényt

            /*
             * List<cWaterBlock> waterBlocks = m_World.GetWaterBlocks();
             *
             * foreach (cWaterBlock wb in waterBlocks)
             * {
             *  cLight waterLight = new cLight(); //víz blokkokhoz adunk fényt, mert jól néz ki
             *  waterLight.Pos = new Vector2f(wb.Area.center.X, wb.Area.topLeft.Y+Constants.TILE_SIZE/2.0f);
             *  waterLight.Radius = (wb.Area.dims.X + wb.Area.dims.Y) * 0.8f;
             *  waterLight.Bleed = 0.00001f; // 0.00001f;
             *  waterLight.LinearizeFactor = 0.95f;
             *  waterLight.Color = new Color(41,174,232); // 96,156,164
             *  lightMap.AddStaticLight(waterLight);
             * }
             *
             * //háttér, környezeti tárgyak megjelenítése
             * worldEnvironment.SetWaterBlocks(waterBlocks);
             */

            this.particleManager = new cParticleManager(this);
            this.effectSystem    = new EffectSystem();
            // lightMap.renderStaticLightsToTexture();

            gameActions = new Queue <Action>(50);

            Listener.GlobalVolume = 80;
            Listener.Direction    = new Vector3f(1.0f, 0.0f, 0.0f);

            ShakeScreen.Init(camera.ActualPosition);
            //Pálya idő start
            levelTimer.Start();
        }