public override void initialize()
        {
            base.initialize();

            // setup screen that fits our map
            setDesignResolution(1280, 720, Scene.SceneResolutionPolicy.ShowAll);
            Screen.setSize(1280, 720);

            addRenderer(new RenderLayerExcludeRenderer(0, SCREEN_SPACE_RENDER_LAYER, SPRITE_LIGHT_RENDER_LAYER));
            _lightRenderer = addRenderer(new RenderLayerRenderer(-1, SPRITE_LIGHT_RENDER_LAYER));
            _lightRenderer.renderTexture          = new RenderTexture();
            _lightRenderer.renderTargetClearColor = new Color(10, 10, 10, 255);

            _spriteLightPostProcessor = addPostProcessor(new SpriteLightPostProcessor(0, _lightRenderer.renderTexture));
            addPostProcessor(new ScanlinesPostProcessor(0));


            var bg       = content.Load <Texture2D>(Content.SpriteLights.bg);
            var bgEntity = createEntity("bg");

            bgEntity.transform.position = Screen.center;
            bgEntity.addComponent(new Sprite(bg));
            bgEntity.transform.scale = new Vector2(9.4f);

            var moonTex = content.Load <Texture2D>(Content.Shared.moon);
            var entity  = createEntity("moon");

            entity.addComponent(new Sprite(moonTex));
            entity.transform.position = new Vector2(Screen.width / 4, Screen.height / 8);


            var lightTex      = content.Load <Texture2D>(Content.SpriteLights.spritelight);
            var pixelLightTex = content.Load <Texture2D>(Content.SpriteLights.pixelspritelight);

            addSpriteLight(lightTex, new Vector2(50, 50), 2);
            addSpriteLight(lightTex, Screen.center, 3);
            addSpriteLight(lightTex, new Vector2(Screen.width - 100, 150), 2);
            addSpriteLight(pixelLightTex, Screen.center + new Vector2(200, 10), 10);
            addSpriteLight(pixelLightTex, Screen.center - new Vector2(200, 10), 13);
            addSpriteLight(pixelLightTex, Screen.center + new Vector2(10, 200), 8);

            createUI();
        }
        public override void Initialize()
        {
            base.Initialize();

            // setup screen that fits our map
            SetDesignResolution(1280, 720, SceneResolutionPolicy.ShowAll);
            Screen.SetSize(1280, 720);

            AddRenderer(new RenderLayerExcludeRenderer(0, ScreenSpaceRenderLayer, SpriteLightRenderLayer));
            _lightRenderer = AddRenderer(new RenderLayerRenderer(-1, SpriteLightRenderLayer));
            _lightRenderer.RenderTexture          = new RenderTexture();
            _lightRenderer.RenderTargetClearColor = new Color(10, 10, 10, 255);

            _spriteLightPostProcessor = AddPostProcessor(new SpriteLightPostProcessor(0, _lightRenderer.RenderTexture));


            var bg       = Content.Load <Texture2D>(Nez.Content.SpriteLights.Bg);
            var bgEntity = CreateEntity("bg");

            bgEntity.Position = Screen.Center;
            bgEntity.AddComponent(new SpriteRenderer(bg));
            bgEntity.Scale = new Vector2(9.4f);

            var moonTex = Content.Load <Texture2D>(Nez.Content.Shared.Moon);
            var entity  = CreateEntity("moon");

            entity.AddComponent(new SpriteRenderer(moonTex));
            entity.Position = new Vector2(Screen.Width / 4, Screen.Height / 8);


            var lightTex      = Content.Load <Texture2D>(Nez.Content.SpriteLights.Spritelight);
            var pixelLightTex = Content.Load <Texture2D>(Nez.Content.SpriteLights.Pixelspritelight);

            AddSpriteLight(lightTex, new Vector2(50, 50), 2);
            AddSpriteLight(lightTex, Screen.Center, 3);
            AddSpriteLight(lightTex, new Vector2(Screen.Width - 100, 150), 2);
            AddSpriteLight(pixelLightTex, Screen.Center + new Vector2(200, 10), 10);
            AddSpriteLight(pixelLightTex, Screen.Center - new Vector2(200, 10), 13);
            AddSpriteLight(pixelLightTex, Screen.Center + new Vector2(10, 200), 8);

            CreateUi();
        }
Exemple #3
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        public override void initialize()
        {
            //Core.debugRenderEnabled = true;
            var particlesEntity = createEntity("particles");

            particlesEntity.transform.setPosition(new Vector2(128, 72));
            particlesEntity.addComponent(new Snow());

            //var particleSystemConfig = contentManager.Load<Sprite>("ParticleDesigner/Snow");
            //_snowParticleEmitter = particlesEntity.addComponent(new ParticleEmitter(particleSystemConfig));


            Core.defaultSamplerState = SamplerState.PointClamp;

            // setup a pixel perfect screen that fits our map
            setDesignResolution(256, 144, Scene.SceneResolutionPolicy.ShowAllPixelPerfect);
            Screen.setSize(256 * 5, 144 * 5);
            Screen.isFullscreen = false;
            int[] RENDERABLES_LAYER = { 1, 0, 10, 20, 11 };
            LIGHT_LAYER = 200;
            SCREEN_SPACE_RENDER_LAYER = 999;

            //var deferredRenderer = addRenderer(new DeferredLightingRenderer(0, LIGHT_LAYER, RENDERABLES_LAYER)).setClearColor(Color.Transparent);
            //deferredRenderer.enableDebugBufferRender = false;


            addRenderer(new RenderLayerRenderer(0, RENDERABLES_LAYER));

            addRenderer(new ScreenSpaceRenderer(100, SCREEN_SPACE_RENDER_LAYER));

            addRenderer(new RenderLayerExcludeRenderer(0, 998, SCREEN_SPACE_RENDER_LAYER, LIGHT_LAYER));

            var lightRenderer = addRenderer(new RenderLayerRenderer(-1, LIGHT_LAYER));

            lightRenderer.renderTexture = new RenderTexture();
            var valueInt = 0;

            lightRenderer.renderTargetClearColor = new Color(50, 50, 50, 255);
            //lightRenderer.renderTargetClearColor = new Color(116, 135, 97, 255);

            CreateUI();


            _shroomList = new List <Entity>();
            Transform.shouldRoundPosition = false;

            _world = new World();

            playerEntity = CreatePlayer(new Vector2(50, 200));
            _player      = playerEntity.entity.getComponent <Player>();
            DisplayHealthBar();

            _spriteLightPostProcessor = addPostProcessor(new SpriteLightPostProcessor(0, lightRenderer.renderTexture));

            UpdateTileMap(new Vector2(100, 100), false);

            //var graph = new WeightedGridGraph();

            var cameFrom = new Dictionary <Vector2, Vector2>();
            var tiled    = contentManager.Load <TiledMap>(_world.activeRoom.tilemap);

            // add a component to have the Camera follow the player
            camera.entity.addComponent(new FollowCamera(playerEntity.entity));
        }