public World(Engine engine)
        {
            _engine = engine;

            _mobiles = new Dictionary<Serial, Mobile>();
            _items = new Dictionary<Serial, Item>();
        }
        private void OnLoad(object sender, RoutedEventArgs e)
        {
            if (GraphicsDeviceManager.Current.RenderMode != RenderMode.Hardware)
            {
                MessageBox.Show("Please activate enableGPUAcceleration=true on your Silverlight plugin page.", "Warning", MessageBoxButton.OK);
                return;
            }

            IConfigurationService configurationService = new ConfigurationService();

            Tracer.TraceLevel = configurationService.GetValue<TraceLevels>(ConfigSections.Debug, ConfigKeys.DebugLogLevel);
            Tracer.Info("Checking for updates...");

            //Application.Current.CheckAndDownloadUpdateCompleted += Current_CheckAndDownloadUpdateCompleted;
            //Application.Current.CheckAndDownloadUpdateAsync();

            _game = new Engine(DrawingSurface);

            IInputService inputService = new InputService(_game);

            _game.Services.AddService(typeof(IConfigurationService), configurationService);
            _game.Services.AddService(typeof(IInputService), inputService);

            _game.Run();
        }
        public Cube(Engine engine, float size)
        {
            this.graphicsDevice = engine.GraphicsDevice;
            this.mySilverlightEffect = engine.Content.Load<SilverlightEffect>("CustomEffect");

            // Cache effect parameters
            worldViewProjectionParameter = mySilverlightEffect.Parameters["WorldViewProjection"];
            //lightDirectionParameter = mySilverlightEffect.Parameters["LightDirection"];

            // Init static parameters
            //this.LightDirection = new Vector3(0, 0, 1);

            // Temporary lists
            List<VertexPositionNormalTexture> vertices = new List<VertexPositionNormalTexture>();
            List<ushort> indices = new List<ushort>();

            // A cube has six faces, each one pointing in a different direction.
            Vector3[] normals =
            {
                new Vector3(0, 0, 1),
                new Vector3(0, 0, -1),
                new Vector3(1, 0, 0),
                new Vector3(-1, 0, 0),
                new Vector3(0, 1, 0),
                new Vector3(0, -1, 0)
            };

            // Create each face in turn.
            foreach (Vector3 normal in normals)
            {
                // Get two vectors perpendicular to the face normal and to each other.
                Vector3 side1 = new Vector3(normal.Y, normal.Z, normal.X);
                Vector3 side2 = Vector3.Cross(normal, side1);

                // Six indices (two triangles) per face.
                indices.Add((ushort)vertices.Count);
                indices.Add((ushort)(vertices.Count + 1));
                indices.Add((ushort)(vertices.Count + 2));

                indices.Add((ushort)vertices.Count);
                indices.Add((ushort)(vertices.Count + 2));
                indices.Add((ushort)(vertices.Count + 3));

                vertices.Add(new VertexPositionNormalTexture((normal - side1 - side2) * size / 2, normal, new Vector2(0, 0)));
                vertices.Add(new VertexPositionNormalTexture((normal - side1 + side2) * size / 2, normal, new Vector2(1, 0)));
                vertices.Add(new VertexPositionNormalTexture((normal + side1 + side2) * size / 2, normal, new Vector2(1, 1)));
                vertices.Add(new VertexPositionNormalTexture((normal + side1 - side2) * size / 2, normal, new Vector2(0, 1)));
            }

            // Create a vertex buffer, and copy our vertex data into it.
            vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Count, BufferUsage.None);

            vertexBuffer.SetData(0, vertices.ToArray(), 0, vertices.Count, VertexPositionNormalTexture.Stride);

            // Create an index buffer, and copy our index data into it.
            indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Count, BufferUsage.None);

            indexBuffer.SetData(0, indices.ToArray(), 0, indices.Count);

            // Statistics
            VerticesCount = vertices.Count;
            FaceCount = indices.Count / 3;
        }
Exemple #4
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        public GQuestionMenu(int serial, int menuID, string question, AnswerEntry[] answers) : base(0x23f4, Engine.ScreenWidth / 2, 100, 50, 50, true)
        {
            base.m_CanDrag   = true;
            base.m_QuickDrag = true;
            this.m_Serial    = serial;
            this.m_MenuID    = menuID;
            GWrappedLabel toAdd = new GWrappedLabel(question, Engine.GetFont(1), Hues.Load(0x455), base.OffsetX + 4, base.OffsetY + 4, base.UseWidth - 8);

            base.m_Children.Add(toAdd);
            this.m_Entries = new GQuestionMenuEntry[answers.Length];
            GBackground background = new GQuestionBackground(this.m_Entries, base.UseWidth - 8, ((base.UseHeight - 8) - toAdd.Height) - 4, base.OffsetX + 4, (toAdd.Y + toAdd.Height) + 4);

            background.SetMouseOverride(this);
            int offsetX  = background.OffsetX;
            int offsetY  = background.OffsetY;
            int useWidth = background.UseWidth;

            for (int i = 0; i < answers.Length; i++)
            {
                GQuestionMenuEntry entry = new GQuestionMenuEntry(offsetX, offsetY, useWidth, answers[i]);
                background.Children.Add(entry);
                entry.Radio.ParentOverride = background;
                this.m_Entries[i]          = entry;
                offsetY += entry.Height + 4;
            }
            background.Height = ((offsetY - 4) - background.OffsetY) + (background.Height - background.UseHeight);
            this.Height       = (((((this.Height - base.UseHeight) + 4) + toAdd.Height) + 4) + background.Height) + 4;
            int num5 = (int)(Engine.ScreenHeight * 0.75);

            if (this.Height > num5)
            {
                this.Height       = num5;
                background.Height = ((base.UseHeight - 8) - toAdd.Height) - 4;
            }
            offsetY -= 4;
            offsetY -= background.OffsetY;
            if (offsetY > background.UseHeight)
            {
                int num6 = offsetY;
                background.Width += 0x13;
                this.Width       += 0x13;
                offsetX           = (background.OffsetX + background.UseWidth) - 15;
                offsetY           = background.OffsetY;
                background.Children.Add(new GImage(0x101, offsetX, offsetY));
                background.Children.Add(new GImage(0xff, offsetX, (offsetY + background.UseHeight) - 0x20));
                for (int j = offsetY + 30; (j + 0x20) < background.UseHeight; j += 30)
                {
                    background.Children.Add(new GImage(0x100, offsetX, j));
                }
                this.m_Slider = new GVSlider(0xfe, offsetX + 1, (offsetY + 1) + 12, 13, (background.UseHeight - 2) - 0x18, 0.0, 0.0, (double)(num6 - background.UseHeight), 1.0);
                this.m_Slider.OnValueChange = new OnValueChange(this.OnScroll);
                this.m_Slider.ScrollOffset  = 20.0;
                background.Children.Add(this.m_Slider);
                background.Children.Add(new GHotspot(offsetX, offsetY, 15, background.UseHeight, this.m_Slider));
            }
            GButtonNew new2 = new GButtonNew(0xf3, 0xf2, 0xf1, 0, (background.Y + background.Height) + 4);
            GButtonNew new3 = new GButtonNew(0xf9, 0xf7, 0xf8, 0, new2.Y);

            new2.Clicked += new EventHandler(this.Cancel_Clicked);
            new3.Clicked += new EventHandler(this.Okay_Clicked);
            new2.X        = ((base.OffsetX + base.UseWidth) - 4) - new2.Width;
            new3.X        = (new2.X - 4) - new3.Width;
            base.m_Children.Add(new2);
            base.m_Children.Add(new3);
            this.Height += 4 + new2.Height;
            base.m_Children.Add(background);
            this.Center();
        }
Exemple #5
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 private void Button_OnClick(Gump g)
 {
     Engine.OpenBrowser(this.m_Url);
     m_Visited[this.m_Url] = true;
     base.DefaultHue       = base.FocusHue = VisitedHue;
 }