Exemple #1
0
        public void InitializeForGame(TileCollection tileCollection)
        {
            //Vertex array caches
            terrainVertexArrays        = new Dictionary <int, VertexArray[]>();
            minimapVertexArrays        = new Dictionary <int, VertexArray>();
            tileBoundingBoxVertexArray = new Dictionary <int, VertexArray>();

            //dynamic vertex array
            entityBoundingBoxArray  = new VertexArray(PrimitiveType.Lines);
            drawingBoundingBoxArray = new VertexArray(PrimitiveType.Lines);

            //internal references (tile collection is a single time instantiated array of reusable objects.
            this.tileCollection = tileCollection;
            terrainTilesheets   = tileCollection.GetTerrainTilesheets();
            //Creation of renderstates for terrain drawing
            terrainRenderStates = new RenderStates[terrainTilesheets.Length];
            drawList            = new List <Entity>();
            for (int i = 0; i < terrainTilesheets.Length; i++)
            {
                terrainRenderStates[i] = new RenderStates(terrainTilesheets[i]);
            }
        }
Exemple #2
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 public Pathing(TileCollection tileCollection)
 {
     this.tileCollection = tileCollection;
 }
Exemple #3
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        public void InitializeResources()
        {
            //Loading text/splashscreen loading
            Image   icon           = new Image("Graphics/GUI/EngineeringCorpsIcon.png");
            Texture loadingTexture = new Texture(icon);
            Sprite  loadingTitle   = new Sprite(loadingTexture);
            Font    loadingFont    = new Font("Fonts/SairaRegular.ttf");
            Text    loadingText    = new Text("", loadingFont);

            loadingText.DisplayedString = "Constructing Texture Atlases...";
            loadingText.Origin          = new Vector2f(loadingText.GetGlobalBounds().Width / 2, loadingText.GetGlobalBounds().Height / 2);
            loadingText.Position        = new Vector2f(window.Size.X / 2, window.Size.Y / 2);
            loadingTitle.Origin         = new Vector2f(loadingTexture.Size.X / 2, loadingTexture.Size.Y / 2);
            loadingTitle.Position       = new Vector2f(window.Size.X / 2, window.Size.Y / 4);

            //Loading textures
            window.Clear(Color.Black);
            window.Draw(loadingTitle);
            window.Draw(loadingText);
            window.Display();
            textureAtlases = new TextureAtlases();
            textureAtlases.LoadTextures(Props.packTogether);

            //Loading fonts
            loadingText.DisplayedString = "Loading Fonts...";
            loadingText.Origin          = new Vector2f(loadingText.GetGlobalBounds().Width / 2, loadingText.GetGlobalBounds().Height / 2);
            window.Clear(Color.Black);
            window.Draw(loadingTitle);
            window.Draw(loadingText);
            window.Display();
            fontContainer = new FontContainer();
            fontContainer.LoadFonts();

            //Initializing Input
            //TODO: Investigate this cyclic couple of the menu system and input.  Input definitely needs access to menufactory.  Menucontainer may not need access to input.
            loadingText.DisplayedString = "Initializing Input...";
            loadingText.Origin          = new Vector2f(loadingText.GetGlobalBounds().Width / 2, loadingText.GetGlobalBounds().Height / 2);
            window.Clear(Color.Black);
            window.Draw(loadingTitle);
            window.Draw(loadingText);
            window.Display();
            input = new InputManager(window);

            //Initializing Rendering systems
            loadingText.DisplayedString = "Initializing Rendering...";
            loadingText.Origin          = new Vector2f(loadingText.GetGlobalBounds().Width / 2, loadingText.GetGlobalBounds().Height / 2);
            window.Clear(Color.Black);
            window.Draw(loadingTitle);
            window.Draw(loadingText);
            window.Display();
            menuContainer = new MenuContainer(input);
            camera        = new Camera();
            camera.SubscribeToInput(input);
            renderer            = new Renderer(window, menuContainer, textureAtlases.GetTexture("guiTilesheet", out _));
            menuFactory         = new MenuFactory(camera, menuContainer, renderer, this, textureAtlases, fontContainer);
            window.Resized     += camera.HandleResize;
            window.Resized     += renderer.HandleResize;
            window.Resized     += menuContainer.RepositionMenus;
            input.menuFactory   = menuFactory;
            input.menuContainer = menuContainer;

            //Loading prototypes
            loadingText.DisplayedString = "Initializing Collections...";
            loadingText.Origin          = new Vector2f(loadingText.GetGlobalBounds().Width / 2, loadingText.GetGlobalBounds().Height / 2);
            window.Clear(Color.Black);
            window.Draw(loadingTitle);
            window.Draw(loadingText);
            window.Display();
            Dictionary <System.Type, UpdateProperties> updateOrder = new Dictionary <Type, UpdateProperties>();

            updateOrder.Add(typeof(Machine), new UpdateProperties(typeof(Machine), 1, false));
            updateOrder.Add(typeof(Tree), new UpdateProperties(typeof(Tree), 600, false));
            updateOrder.Add(typeof(Resource), new UpdateProperties(typeof(Resource), 0, true));
            updateOrder.Add(typeof(Player), new UpdateProperties(typeof(Player), 1, false));
            entityUpdateSystem = new EntityUpdateSystem(updateOrder);
            tileCollection     = new TileCollection(textureAtlases);
            entityCollection   = new EntityCollection(textureAtlases, entityUpdateSystem);
            itemCollection     = new ItemCollection(textureAtlases);
            entityCollection.LoadPrototypes(itemCollection);
            recipeCollection = new RecipeCollection(textureAtlases);
            recipeCollection.LoadRecipes();
            input.entityCollection = entityCollection;
            input.itemCollection   = itemCollection;
            input.recipeCollection = recipeCollection;
        }
Exemple #4
0
 public void DetachGameWorld()
 {
     tileCollection = null;
 }