Exemple #1
0
    virtual public void UpdateAllianceColor()
    {
        switch (Alliance)
        {
        case Alliance.Blue:
            color = Constants.BlueAllianceColor;
            break;

        case Alliance.Red:
            color = Constants.RedAllianceColor;
            break;
        }
    }
Exemple #2
0
        private SpatialMaterial CreateMaterial(Link.Visual.Material baseMat)
        {
            if (baseMat == null)
            {
                return(null);
            }

            SpatialMaterial temp     = new SpatialMaterial();
            var             matColor = new Godot.Color();

            matColor.r       = (float)baseMat.color.rgba[0];
            matColor.g       = (float)baseMat.color.rgba[1];
            matColor.b       = (float)baseMat.color.rgba[2];
            matColor.a       = (float)baseMat.color.rgba[3];
            temp.AlbedoColor = matColor;

            return(temp);
        }
Exemple #3
0
    public override void _Ready()
    {
        String dirpath = System.Environment.GetEnvironmentVariable("LOCALAPPDATA") + @"\12P1DFPS\level.bmp";
        Bitmap image   = new Bitmap(dirpath);

        WorldX = image.Width;
        WorldY = image.Height;
        map    = new Lib.obj[WorldX, WorldY];
        for (int i = 0; i < WorldX; i++)
        {
            for (int ii = 0; ii < WorldY; ii++)
            {
                System.Drawing.Color t  = image.GetPixel(i, ii);
                Godot.Color          tc = Godot.Color.Color8(t.R, t.G, t.B, 0);
                if (Lib.c2obj.ContainsKey(tc))
                {
                    Lib.obj temp;
                    Lib.c2obj.TryGetValue(tc, out temp);
                    if ((byte)temp < 5)
                    {
                        addObj(temp, i, ii);
                    }
                    else if (temp == Lib.obj.spawn)
                    {
                        Pos = new Vector2(i, ii);
                    }
                    else if ((byte)temp > 5)
                    {
                        map[i, ii] = temp;
                    }
                }
                else
                {
                    map[i, ii] = Lib.obj.empty;
                }
            }
        }
        Graphics.reload();
    }
Exemple #4
0
    // Called when the node enters the scene tree for the first time.
    public override void _Ready()
    {
        //
        globale = (Global)GetNode("/root/Global");
        //
        timer = (Timer)GetNode("Timer");
        //
        animationPlayer = (AnimationPlayer)GetNode("L_click/AnimationPlayer");
        animationPlayer.CurrentAnimation = "clignotement";
        //
        if ((bool)globale.quick_saved_game["saved"] == true && globale.quick_saved_game.Keys.Contains("tipe") && globale.quick_saved_game.Keys.Contains("level") && globale.quick_saved_game.Keys.Contains("difficulty"))
        {
            globale.tipe       = Convert.ToString(globale.quick_saved_game["tipe"]);
            globale.level      = Convert.ToInt32(globale.quick_saved_game["level"]);
            globale.difficulty = Convert.ToInt32(globale.quick_saved_game["difficulty"]);
            //on supprime la sauvegarde
            globale.quick_saved_game["saved"] = false;
        }
        else
        {
            string[] tps  = { "platforms" };
            Random   rand = new Random();
            globale.tipe = tps[rand.Next(0, tps.Length)];
        }
        if (globale.tipe == "platforms")
        {
            prepare_platform();
        }
        if (globale.tipe == "maze")
        {
            prepare_maze();
        }
        //
        Label l_dif   = (Label)GetNode("L_difficulty");
        Label l_time  = (Label)GetNode("L_time");
        Label l_titre = (Label)GetNode("Titre");
        Label l_click = (Label)GetNode("L_click");

        //
        l_dif.Text   = "Difficulty : " + globale.difs[globale.difficulty];
        l_titre.Text = "level " + globale.level + " : " + globale.tipe;
        l_time.Text  = "time maximum : " + globale.timemax + " sec";
        //
        l_click.Text = "click or press " + ((InputEvent)InputMap.GetActionList("jump")[0]).AsText() + " to play ...";
        //
        bool gagne_skin = false;
        int  rar        = 0;

        for (int w = 0; w < globale.max_skin; w++)
        {
            if (globale.skins_recup[w] == "arcade" || globale.skins_recup[w] == "arcade-" + globale.difs[globale.difficulty])
            {
                if (!globale.skins_unlocked[w] && globale.level >= globale.rar_deb_skin[globale.skins_rarity[w]])
                {
                    gagne_skin = true;
                    if (globale.skins_rarity[w] > rar)
                    {
                        rar = globale.skins_rarity[w];
                    }
                }
            }
        }
        if (gagne_skin)
        {
            Panel       ifd  = (Panel)GetNode("Info_die");
            Label       lifd = (Label)GetNode("Info_die/L_srar");
            Godot.Color cl   = new Godot.Color(globale.cl_rars[rar]); //;
            lifd.Text = globale.rarities[rar];
            lifd.AddColorOverride("font_color", cl);
            ifd.Visible = true;
        }
    }
Exemple #5
0
    private static void RenderDrawData(ImDrawDataPtr drawData, RID parent)
    {
        // allocate and clear out our CanvasItem pool as needed
        int neededNodes = 0;

        for (int i = 0; i < drawData.CmdListsCount; i++)
        {
            neededNodes += drawData.CmdListsRange[i].CmdBuffer.Size;
        }

        while (_children.Count < neededNodes)
        {
            RID newChild = VisualServer.CanvasItemCreate();
            VisualServer.CanvasItemSetParent(newChild, parent);
            VisualServer.CanvasItemSetDrawIndex(newChild, _children.Count);
            _children.Add(newChild);
            _meshes.Add(new ArrayMesh());
        }

        // trim unused nodes to reduce draw calls
        while (_children.Count > neededNodes)
        {
            int idx = _children.Count - 1;
            VisualServer.FreeRid(_children[idx]);
            _children.RemoveAt(idx);
            _meshes.RemoveAt(idx);
        }

        // render
        drawData.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
        int nodeN = 0;

        for (int n = 0; n < drawData.CmdListsCount; n++)
        {
            ImDrawListPtr cmdList   = drawData.CmdListsRange[n];
            int           idxOffset = 0;

            int nVert = cmdList.VtxBuffer.Size;

            Godot.Vector2[] vertices = new Godot.Vector2[nVert];
            Godot.Color[]   colors   = new Godot.Color[nVert];
            Godot.Vector2[] uvs      = new Godot.Vector2[nVert];

            for (int i = 0; i < cmdList.VtxBuffer.Size; i++)
            {
                var v = cmdList.VtxBuffer[i];
                vertices[i] = new Godot.Vector2(v.pos.X, v.pos.Y);
                // need to reverse the color bytes
                byte[] col = BitConverter.GetBytes(v.col);
                colors[i] = Godot.Color.Color8(col[0], col[1], col[2], col[3]);
                uvs[i]    = new Godot.Vector2(v.uv.X, v.uv.Y);
            }

            for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++, nodeN++)
            {
                ImDrawCmdPtr drawCmd = cmdList.CmdBuffer[cmdi];

                int[] indices = new int[drawCmd.ElemCount];
                for (int i = idxOffset, j = 0; i < idxOffset + drawCmd.ElemCount; i++, j++)
                {
                    indices[j] = cmdList.IdxBuffer[i];
                }

                var arrays = new Godot.Collections.Array();
                arrays.Resize((int)ArrayMesh.ArrayType.Max);
                arrays[(int)ArrayMesh.ArrayType.Vertex] = vertices;
                arrays[(int)ArrayMesh.ArrayType.Color]  = colors;
                arrays[(int)ArrayMesh.ArrayType.TexUv]  = uvs;
                arrays[(int)ArrayMesh.ArrayType.Index]  = indices;

                var mesh = _meshes[nodeN];
                while (mesh.GetSurfaceCount() > 0)
                {
                    mesh.SurfaceRemove(0);
                }
                mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);

                RID child = _children[nodeN];

                Texture tex = GetTexture(drawCmd.TextureId);
                VisualServer.CanvasItemClear(child);
                VisualServer.CanvasItemSetClip(child, true);
                VisualServer.CanvasItemSetCustomRect(child, true, new Godot.Rect2(
                                                         drawCmd.ClipRect.X,
                                                         drawCmd.ClipRect.Y,
                                                         drawCmd.ClipRect.Z - drawCmd.ClipRect.X,
                                                         drawCmd.ClipRect.W - drawCmd.ClipRect.Y)
                                                     );
                VisualServer.CanvasItemAddMesh(child, mesh.GetRid(), null, null, tex.GetRid(), new RID(null));

                // why doesn't this quite work?
                // VisualServer.CanvasItemAddTriangleArray(child, indices, vertices, colors, uvs, null, null, tex.GetRid(), -1, new RID(null));

                idxOffset += (int)drawCmd.ElemCount;
            }
        }
    }