/// <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() { // TODO: Add your initialization logic here mapRendere = new TiledMapRenderer(GraphicsDevice); cam = new Camera2D(GraphicsDevice); base.Initialize(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); map = Content.Load <TiledMap>("CastleLevel1"); mapRenderer = new TiledMapRenderer(GraphicsDevice); SetUpTiles(); LoadObjects(); player.Load(Content, this); arialFont = Content.Load <SpriteFont>("arial"); heart = Content.Load <Texture2D>("Heart"); BoxingViewportAdapter viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); camera = new Camera2D(viewportAdapter); camera.Position = new Vector2(0, graphics.GraphicsDevice.Viewport.Height); gameMusic = Content.Load <Song>("Foreboding"); MediaPlayer.Play(gameMusic); }
public Map(string Path, Hero hero) { Global.penumbra.Hulls.Clear(); Global.penumbra.Lights.Clear(); // Map path = Path; map = Global.content.Load <TiledMap>(path); mapRenderer = new TiledMapRenderer(Global.graphicsDevice); Global.collision = new Collision(); Global.collision.LoadMap("../../Content/" + path + ".tmx"); // Spawner spawnPoints.Add(new SpawnPoint("Autre/vide", new Vector2(500, 500), new Vector2(60, 60))); Global.penumbra.Lights.Add(heroLight); foreach (KeyValuePair <Vector2, Color> obj in Global.collision.mapLight) { Light mapLight = new TexturedLight(lightTex) { Scale = new Vector2(50), Color = obj.Value, Intensity = 1.2f, Position = new Vector2(obj.Key.X - 16, -obj.Key.Y + 30), Rotation = MathHelper.PiOver2 }; mapLights.Add(mapLight); Global.penumbra.Lights.Add(mapLight); } }
public MapComponent(GraphicsDevice graphicsDevice, Game game, Camera2D camera) { _graphicsDevice = graphicsDevice; _game = game; _camera = camera; _mapRenderer = new TiledMapRenderer(graphicsDevice); }
public override void OnAddedToEntity() { _tiledMapRenderer = Entity.Scene.FindEntity("tiled-map").GetComponent <TiledMapRenderer>(); _swordCollisionHandler = new SwordCollisionHandler(_tiledMapRenderer); this.SetHeight(16); this.SetWidth(2); }
public void Initialize(ContentManager Content) { BulletTexture = Content.Load <Texture2D>("Sprites/Bullet"); CursorInfo = new CursorInfo(MouseCursor.FromTexture2D(Content.Load <Texture2D>("Sprites/CrossHair"), 0, 0), true); //Initialize map and camera mapRenderer = new TiledMapRenderer(); camera = new Camera(ScreenManager.GraphicsDevice); hubMap = Map.LoadTiledMap(ScreenManager.GraphicsDevice, "Content/maps/hub.tmx"); ScreenManager.Game.IsMouseVisible = false; //Create the player player = new Player(Content.Load <Texture2D>("Sprites/Player"), new Vector2(456, 456), hubMap, Content, ScreenManager); //Initialize some systems ParticleSystem.Instance.Initialize(Content); EntityManager.Instance.Initialize(player.playerController); hubMap.LoadObjects(ScreenManager); //Add new entities EntityManager.Instance.AddEntity(player); //Create player interface playerInterface = new PlayerInterface(player, Content, ScreenManager.GraphicsDevice); player.playerController.OnControlChanged += playerInterface.ChangeInterface; }
protected override void Initialize() { //create a new tiled map rendered tiledMapRenderer = new TiledMapRenderer(graphics.GraphicsDevice); base.Initialize(); }
public void LoadContent(ContentManager content) { // TODO: fazer carregar o Level2, chamar o Luiz map = content.Load <TiledMap>("Map1"); mapRenderer = new TiledMapRenderer(graphics.GraphicsDevice, map); var objectsLayer = map.GetLayer <TiledMapObjectLayer>("Object Layer 1"); var wallLayer = map.GetLayer <TiledMapTileLayer>("Wall Layer"); foreach (var i in objectsLayer.Objects) { if (i.Type == "Yoda") { Player yoda = new Player(i); entities.Add(yoda); } if (i.Type == "Enemy1") { Enemy1 enemy1 = new Enemy1(i); entities.Add(enemy1); } } foreach (var i in wallLayer.Tiles) { wallTiles.Add(i); } entities.ForEach(entity => { entity.Load(content); }); }
public override void LoadContent() { base.LoadContent(); var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, 800, 480); _camera = new Camera2D(viewportAdapter); _map = Content.Load <TiledMap>("level-1"); _mapRenderer = new TiledMapRenderer(GraphicsDevice); _entityComponentSystem = new EntityComponentSystem(); _entityFactory = new EntityFactory(_entityComponentSystem, Content); var service = new TiledObjectToEntityService(_entityFactory); var spawnPoint = _map.GetLayer <TiledMapObjectLayer>("entities").Objects.Single(i => i.Type == "Spawn").Position; _entityComponentSystem.RegisterSystem(new PlayerMovementSystem()); _entityComponentSystem.RegisterSystem(new EnemyMovementSystem()); _entityComponentSystem.RegisterSystem(new CharacterStateSystem(_entityFactory, spawnPoint)); _entityComponentSystem.RegisterSystem(new BasicCollisionSystem(gravity: new Vector2(0, 1150))); _entityComponentSystem.RegisterSystem(new ParticleEmitterSystem()); _entityComponentSystem.RegisterSystem(new AnimatedSpriteSystem()); _entityComponentSystem.RegisterSystem(new SpriteBatchSystem(GraphicsDevice, _camera) { SamplerState = SamplerState.PointClamp }); service.CreateEntities(_map.GetLayer <TiledMapObjectLayer>("entities").Objects); }
protected override void Initialize() { mapRenderer = new TiledMapRenderer(GraphicsDevice); cam = new Camera2D(GraphicsDevice); base.Initialize(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player.Load(Content); arialFont = Content.Load <SpriteFont>("Arial"); heart = Content.Load <Texture2D>("heart"); var viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, viewWidth, viewHeight); camera = new Camera2D(viewportAdapter); camera.Position = new Vector2(0, viewHeight); map = Content.Load <TiledMap>("Level"); mapRenderer = new TiledMapRenderer(GraphicsDevice); gameoverSound = Content.Load <Song>("GameOver"); winSound = Content.Load <Song>("Win"); foreach (TiledMapTileLayer layer in map.TileLayers) { if (layer.Name == "Solid") { collisionLayer = layer; } } gameMusic = Content.Load <Song>("SuperHero_original_no_Intro"); // TODO: use this.Content to load your game content here }
public void SetupTiles() { if (Core.Scene == null) { return; } MapList = FileManager.GetMapInformation("Data/" + ConstantValues.MapDataFileName); Map.Map map = null; CharacterPlayer c = LoginManagerClient.GetCharacter(); foreach (var maps in MapList) { if (maps.MapName == c.LastMultiLocation) { map = maps; } } if (map != null) { entity = Scene.CreateEntity(map.MapName); TiledMapRenderer tmr = entity.AddComponent(new TiledMapRenderer(map.TmxMap)); tmr.Material = new Material(BlendState.NonPremultiplied); tmr.SetRenderLayer(1); tmr.SetLayersToRender(new string[] { "Tile", "Collision", "Decoration", "CustomCollision" }); TmxObjectGroup l = map.TmxMap.GetLayer <TmxObjectGroup>("Objects"); foreach (TmxObject obj in l.Objects) { ObjectSceneEntity osc = new ObjectSceneEntity(obj, tmr.TiledMap.TileWidth); osc.SetPosition(osc.Position); Scene.AddEntity(osc); } } }
public override void Update(GameTime gameTime) { base.Update(gameTime); if (!init) { TmxRenderer = new TiledMapRenderer(Game.GraphicsDevice); LoadMaps("content/maps"); Set("town1"); init = true; } /*PositionComponent position = Player.GetComponent<PositionComponent>(); * if (position.TileY < 0) * { * Move(Direction.Up); * } * if (position.TileX < 0) * { * Move(Direction.Left); * } * if (position.TileY >= CurrentMap.MapHeight) * { * Move(Direction.Down); * } * if (position.TileX >= CurrentMap.MapWidth) * { * Move(Direction.Right); * }*/ }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player.Load(Content, this); // Call the "Load" function in the Player class arialFont = Content.Load <SpriteFont>("Arial"); heart = Content.Load <Texture2D>("heart"); BoxingViewportAdapter viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height); camera = new Camera2D(viewportAdapter); camera.Position = new Vector2(0, graphics.GraphicsDevice.Viewport.Height); map = Content.Load <TiledMap>("Level1"); mapRenderer = new TiledMapRenderer(GraphicsDevice); // Load the game music gameMusic = Content.Load <Song>("SuperHero_original_no_Intro"); MediaPlayer.Play(gameMusic); SetUpTiles(); LoadObjects(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); map = Content.Load <TiledMap>("test1"); mapWidth = map.Width; mapHeight = map.Height; tileWidth = map.TileWidth; collisionGrid = new int[mapHeight, mapWidth]; var tileLayer = map.GetLayer <TiledMapTileLayer>("Tile Layer 1"); for (int i = 0; i < mapHeight; i++) { for (int j = 0; j < mapWidth; j++) { System.Diagnostics.Debug.Write((int)Char.GetNumericValue(tileLayer.GetTile((ushort)j, (ushort)i).ToString()[18]) + " ,"); collisionGrid[i, j] = (int)Char.GetNumericValue(tileLayer.GetTile((ushort)j, (ushort)i).ToString()[18]); } System.Diagnostics.Debug.WriteLine(""); } //foreach (int i in collisionGrid) //{ // System.Diagnostics.Debug.Write("{0} ", i.ToString()); //} collisionMap = new CollisionMap(collisionGrid, map.TileHeight); mapRenderer = new TiledMapRenderer(GraphicsDevice, map); // TODO: use this.Content to load your game content here Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X, 0); player.Initialize(Content.Load <Texture2D>("Graphics\\basicchar"), playerPosition, 0); camera.Pos = new Vector2(playerPosition.X, playerPosition.Y); }
public override void LoadContent() { base.LoadContent(); PresentationParameters pp = GraphicsDevice.PresentationParameters; lightsRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight); mainRenderTarget = new RenderTarget2D(GraphicsDevice, pp.BackBufferWidth, pp.BackBufferHeight); lightMask = Content.Load <Texture2D>("lightmask"); lightEffect = Content.Load <Effect>("lighteffect"); map = Content.Load <TiledMap>("map"); mapRenderer = new TiledMapRenderer(GraphicsDevice, map); collisionComponent = new CollisionComponent(new RectangleF(-10000, -5000, 20000, 10000)); var nonBlankTiles = map.TileLayers.FirstOrDefault()?.Tiles.Where(tile => !tile.IsBlank); if (nonBlankTiles != null) { foreach (var mapTile in nonBlankTiles) { var stationaryCollisionObject = new StationaryCollisionObject(new Vector2((mapTile.X + 1) * map.TileWidth, (mapTile.Y + 1) * map.TileWidth)); collisionComponent.Insert(stationaryCollisionObject); StationaryCollisionObjects.Add(stationaryCollisionObject); } } SpawnPlayers(); }
/*if player exited room, change current room and set player position to the correct entrance of the new room*/ protected void changeRoom(string doorEntered) { currentRoom = _level.rooms[(int)currentRoomPos.X, (int)currentRoomPos.Y]; switch (doorEntered) { case "right": _player._position.X = 15; break; case "left": _player._position.X = ScreenWidth - 100; break; case "top": _player._position.Y = ScreenHeight - 100; break; case "bottom": _player._position.Y = 15; break; } /*Tileset local identity = tilemap global identity - 1*/ mapRenderer = new TiledMapRenderer(GraphicsDevice, currentRoom.map); if (!currentRoom.cleared) { CreateEnemies(); } checkDoors(); //setTiles(); }
public override void OnAddedToEntity() { _sprite = this.GetComponent <SpriteRenderer>(); _tiledMapRenderer = Entity.Scene.FindEntity("tiled-map").GetComponent <TiledMapRenderer>(); _mover = new Mover(); Entity.AddComponent(_mover); }
private void GenerateTileMap() { _tiledMap = _game.Content.Load <TiledMap>("Test"); _tiledMapRenderer = new TiledMapRenderer(_game.GraphicsDevice, _tiledMap); _mapWidth = _tiledMap.WidthInPixels; _mapHeight = _tiledMap.HeightInPixels; _collisionComponent = new CollisionComponent(new RectangleF(0, 0, _mapWidth, _mapHeight)); TiledMapTileLayer collidables = _tiledMap.GetLayer <TiledMapTileLayer>("Collidable"); if (collidables != null) { foreach (TiledMapTile t in collidables.Tiles) { // Global Identifier 0 means tile is empty if (t.GlobalIdentifier == 0) { continue; } Vector2 pos = Vector2.Zero; pos.X = t.X * collidables.TileWidth; pos.Y = t.Y * collidables.TileHeight; Size2 size = new Size2(collidables.TileWidth, collidables.TileHeight); Wall w = new Wall(pos, size); _collisionComponent.Insert(w); } } }
private TiledMapRenderer createRenderer(int entity, MapComponent mapComponent) { TiledMap map = mapComponent.Map; TiledMapRenderer renderer = new TiledMapRenderer(_graphics, map); _renderers.Add(entity, renderer); return(renderer); }
public Renderers(GraphicsDevice gD) { // Store the graphics device. _gD = gD; // Create new TiledMapRenderer. _mapRenderer = new TiledMapRenderer(gD); }
public Overworld(TiledMap newMap, GraphicsDevice graphics) { layer = 0; visible = true; map = newMap; mapRenderer = new TiledMapRenderer(graphics, map); camera = new OrthographicCamera(graphics); }
protected override void Initialize() { mapRenderer = new TiledMapRenderer(GraphicsDevice); cam = new Camera2D(GraphicsDevice); //graphics.IsFullScreen = true; //graphics.ApplyChanges(); base.Initialize(); }
public Map(GraphicsDevice pDevice, ContentManager content, int pTileWidth, int pTileHeight, int pWidth, int pHeight) { ConvertUnits.SetDisplayUnitToSimUnitRatio(100); entityList = new List<MapEntity>(); verticesList = new List<Vector2>(); //light = content.Load<Texture2D>("lightmask"); effect = content.Load<Effect>("File"); //effect.Parameters["lightMask"].SetValue(light); prevState = Keyboard.GetState(); hud = new Hud(new string[] { "Undertale is bad,\nand so am I." }, content); speaking = false; blocks = new List<Body>(); tileWidth = pTileWidth; tileHeight = pTileHeight; width = pWidth; height = pHeight; g = pDevice; cont = content; menu = new Menu(content, null); camera = new Camera2D(pDevice); debug = content.Load<Texture2D>("overworld_gutter"); tMap = content.Load<TiledMap>("Map/Tazmily/Tazmily"); mapRenderer = new TiledMapRenderer(pDevice); world = new World(Vector2.Zero); //world.ContactManager.OnBroadphaseCollision += BroadphaseHandler; //world.ContactManager.EndContact += EndContactHandler; debugView = new DebugViewXNA(world); debugView.LoadContent(pDevice, content); //debugView.AppendFlags(DebugViewFlags.DebugPanel); //debugView.AppendFlags(DebugViewFlags.PolygonPoints); //debugView.AppendFlags(DebugViewFlags.ContactPoints); //debugView.AppendFlags(DebugViewFlags.AABB); debugView.AppendFlags(DebugViewFlags.Shape); debugView.DefaultShapeColor = Color.Green; //camera.Position = player.body.Position; //Console.WriteLine("Scunt: " + tMap.ObjectLayers.Count); player = new Player(world, content, 16, 23); //npc = new NPC(world, content, colArray, 2, false, 16, 14, new string[] {"Weebs are worse\nthan fortnite\ngamers.", "Where's the lie?" }); //Body b1 = BodyFactory.CreateRectangle(world, 3, 3, 1); blockDims = new List<Vector2>(); MakeCollisionBodies(); npcs = new NPC[] { //new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@You wanna see the special?\n@It's a detective story. Some kind of <Columbo>\n knock-off.\n@Well, ya interested or not?", "@Get outta here." }), new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@Your name Steve Foley? Of course it is.\n You are great. Fantastic.\n@Good job Steve.", "@Get outta here." }), //new NewNPC(world, content, player, 0, true, 18, 18, new string[] {"help"}, 4, 1) }; entityList.Add(player); foreach (NPC n in npcs) entityList.Add(n); }
/// <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() { // TODO: Add your initialization logic here counter = new FrameCounter(); camera = new Camera2D(new WindowViewportAdapter(Window, GraphicsDevice)); mapRenderer = new TiledMapRenderer(GraphicsDevice); base.Initialize(); }
/// <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() { base.Initialize(); map = Content.Load <TiledMap>("maps/island/island"); mapRenderer = new TiledMapRenderer(GraphicsDevice); camera = new Camera2D(new WindowViewportAdapter(Window, GraphicsDevice)); }
public void ChangeMap(Map.Map newMap) { entity.RemoveComponent <TiledMapRenderer>(); TiledMapRenderer tmr = entity.AddComponent(new TiledMapRenderer(newMap.TmxMap)); tmr.Material = new Material(BlendState.NonPremultiplied); tmr.SetRenderLayer(1); tmr.SetLayersToRender(new string[] { "Tile", "Collision", "Decoration", "CustomCollision" }); }
protected override void LoadContent() { _spriteBatch = new SpriteBatch(GraphicsDevice); player.sprite = Content.Load <Texture2D>("Textures/Player"); camPos = new Vector2(100, 100); cam.LookAt(camPos); map = Content.Load <TiledMap>("map"); mapRenderer = new TiledMapRenderer(GraphicsDevice, map); }
/// <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() { // TODO: Add your initialization logic here viewportAdapter = new BoxingViewportAdapter(Window, GraphicsDevice, screenWidth * 2, screenHeight * 2); mapRenderer = new TiledMapRenderer(GraphicsDevice); camera = new Camera2D(viewportAdapter); position = new Vector2(1200, 900); base.Initialize(); }
private TiledMap LoadNextMap() { var name = _availableMaps.Dequeue(); _map = Content.Load <TiledMap>($"TiledMaps/{name}"); _availableMaps.Enqueue(name); _mapRenderer = new TiledMapRenderer(GraphicsDevice, _map); return(_map); }