Exemple #1
0
        protected override void Initialize()
        {
            base.Initialize();

            RandomSeed = new Random();

            //Sony's localization decisions be damned...
            InputManager.JapaneseButtonSwap = true;

            // What exactly does distinationRect represent?
            /*
             * The destinationRect defines the area of the screen
             * that the rendertarget gets rendered to.
             * In the Draw() loop, the rendertarget is drawn with destinationRect as its
             * rectangle. This means that the "game window" can be any size within the
             * "program window."
             *
             * The below code centers it and sets it to fill the height of the screen
             * while scaling width to match the intended aspect ratio.
            */
            ScaleFactorX = (((int)ScreenResolution.Y / (int)AspectRatio.Y) * (int)AspectRatio.X);
            destinationRect.X = ((int)ScreenResolution.X / 2);
            destinationRect.Y = ((int)ScreenResolution.Y / 2);
            destinationRect.Height = (int)ScreenResolution.Y;
            destinationRect.Width = (ScaleFactorX);

            Camera.X = 0;
            Camera.Y = 0;
            mapDisplayDevice = new XnaDisplayDevice(
                this.Content, this.GraphicsDevice);

            viewport = new xTile.Dimensions.Rectangle(new Size ( (int)TempResolution.X, (int) TempResolution.Y) );
            ///For one-axis map wrapping
            viewportNorth = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );
            viewportSouth = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );
            viewportEast = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );
            viewportWest = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );

            renderTarget = new RenderTarget2D(GraphicsDevice, (int)TempResolution.X, (int)TempResolution.Y, false, SurfaceFormat.Color, 0);

            ///Initialize Objects
            //Characters
            mapCharacter = new MapCharacter[255];
            for (int i = 0; i < 255; i++)
                mapCharacter[i] = new MapCharacter(Content.Load<Texture2D>("Texture//Character//00"), 9, 8, 6, RandomSeed.Next());
            mapCharacter[0].Visible = true;
            mapCharacter[1].Visible = true;
            mapCharacter[1].IsWandering = true;

            for (int i = 2; i < 14; i++)
            {
                mapCharacter[i].Visible = true;
                mapCharacter[i].IsWandering = true;
            }

            //Maps
            GameMap.LoadTileSheets(mapDisplayDevice);

            GlobalVariables.TileMapWidth = (GameMap.Layers[0].LayerWidth);
            GlobalVariables.TileMapHeight = (GameMap.Layers[0].LayerHeight);
            GlobalVariables.TileMapResolutionX = (GlobalVariables.TileMapWidth * GlobalVariables.TileSize);
            GlobalVariables.TileMapResolutionY = (GlobalVariables.TileMapHeight * GlobalVariables.TileSize);
        }
Exemple #2
0
 public static void FollowCharacter(MapCharacter mapCharacter, Vector2 Offset)
 {
     X = (mapCharacter.X - (int)Offset.X + 8);
     Y = (mapCharacter.Y - (int)Offset.Y + 8);
 }
Exemple #3
0
        /// <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()
        {
            ScaleFactorX = (((int)ScreenResolution.Y / (int)AspectRatio.Y) * (int)AspectRatio.X);
            //destinationRect.X = ((int)ScreenResolution.X / 2);
            //destinationRect.Y = ((int)ScreenResolution.Y / 2);
            //destinationRect.Height = (int)ScreenResolution.Y;
            //destinationRect.Width = (ScaleFactorX);

            Camera.X = 0;
            Camera.Y = 0;
            mapDisplayDevice = new XnaDisplayDevice(
                this.Content, this.GraphicsDevice);

            viewport = new xTile.Dimensions.Rectangle(new Size((int)TempResolution.X, (int)TempResolution.Y));
            //viewportL = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );
            //viewportR = new xTile.Dimensions.Rectangle(new Size( (int)TempResolution.X, (int)TempResolution.Y) );
            renderTarget = new RenderTarget2D(GraphicsDevice, (int)TempResolution.X, (int)TempResolution.Y, false, SurfaceFormat.Color, 0);

            ///Initialize Objects
            //Characters
            mapCharacter = new MapCharacter[255];
            for (int i = 0; i < 255; i++)
                mapCharacter[i] = new MapCharacter(Content.Load<Texture2D>("Texture//Character//00"), 9, 0, 0);
            mapCharacter[0].Visible = true;
            mapCharacter[1].Visible = true;
            //Maps
            GameMap.LoadTileSheets(mapDisplayDevice);
        }