public Menu(string _name, List<Buttons.Button> _buttons) { name = _name; buttons = _buttons; texture = Managers.AssetManager.GetTextureAsset(name); }
public Button(Vector2 _position, string _name) { size = new Point(240, 50); //enabled = true; name = _name; position = _position; texture = Managers.AssetManager.GetTextureAsset(name); hitBox = new Rectangle((int)position.X, (int)position.Y, texture.sprite.Width, texture.sprite.Height); }
private static void SetNormalsOpaqueTexture(Assets.Texture normalTexture) { EngineManager.Device.SamplerStates[1] = SamplerState.PointClamp; // It’s not enough to compare the assets, the resources has to be different because the resources could be regenerated when a device is lost. if (lastUsedNormalsOpaqueTexture != normalTexture.Resource) { lastUsedNormalsOpaqueTexture = normalTexture.Resource; epNormalsOpaqueTexture.SetValue(normalTexture.Resource); } } // SetNormalsOpaqueTexture
private static void SetDepthFoliageTexture(Assets.Texture depthTexture) { EngineManager.Device.SamplerStates[2] = SamplerState.PointClamp; // It’s not enough to compare the assets, the resources has to be different because the resources could be regenerated when a device is lost. if (lastUsedDepthFoliageTexture != depthTexture.Resource) { lastUsedDepthFoliageTexture = depthTexture.Resource; epDepthFoliageTexture.SetValue(depthTexture.Resource); } } // SetDepthFoliageTexture
public static void CreateTextureAsset(string name, string data, Texture2D sprite) { int i = 0; int[] vertData = new int[3]; split = data.Split(','); foreach (string csv in split) { vertData[i] = Convert.ToInt32(csv); i++; } texture = new Assets.Texture(name, sprite, vertData[0], vertData[1], vertData[2]); textures.Add(name, texture); }
public Enemy(Vector2 _position, string _name) : base(_position, _name) { gravity = 0.2f; endTime = 300f; colorTimer = endTime + 1; state = new States.Enemy.EnemyIdle(); animStarts = Managers.AssetManager.GetAnimIndexes(name)[0]; animEnds = Managers.AssetManager.GetAnimIndexes(name)[1]; animStarts = new List<Point>(); animEnds = new List<Point>(); animStarts = Managers.AssetManager.GetAnimIndexes(name)[0]; animEnds = Managers.AssetManager.GetAnimIndexes(name)[1]; NewAnimation(state.animState); flip = SpriteEffects.None; knockbackSpeed = 2f; heart = Managers.AssetManager.GetTextureAsset("Heart"); }
public Editor(Elements.Level level, int _changeIndex) { changeIndex = _changeIndex; editing = level; camMoveSpeed = 8; editing.NewEditLevel(changeIndex); input = '.'; exported = false; help = false; back = false; endFilling = false; filling = false; startFill = Point.Zero; endFill = Point.Zero; selectTexture = AssetManager.GetTextureAsset("Select"); Managers.Camera.NewLevel(); editing.EditUpdate(); }
public SwingingBall(Vector2 _position, string _name, float _delay) : base(_position, _name) { delay = _delay; angle = 0f; hitCircle = new Circle(new Vector2(position.X + ((Tile.width / 2)), position.Y + ((Tile.width / 2))), (Tile.width / 2)); chainTexture = Managers.AssetManager.GetTextureAsset("Chain"); radians = (angle / 180f) * (float)Math.PI; chainrads = ((angle - 90) / 180f) * (float)Math.PI; Vector2 aposition = new Vector2((int)(position.X) + Tile.width / 2, (int)(position.Y) + Tile.height / 2); Vector2 rot = new Vector2((Tile.width * 1.1f) * (float)Math.Cos(radians), (Tile.height * 1.1f) * (float)Math.Sin(radians)); Vector2 origin = new Vector2(0, 0); aposition.X += (int)rot.X; aposition.Y += (int)rot.Y; hitCircle = new Circle(new Vector2( aposition.X , aposition.Y) , (Tile.width / 2) * 0.8f); }
public GameObject(Vector2 _position, string _name) { position = _position; name = _name; texture = Managers.AssetManager.GetTextureAsset(name); }
public Tile(Assets.Texture _texture, TileType _type, string _name) { name = _name; texture = _texture; type = _type; }
public Player(Level _level, Vector2 _position) { name = "Player"; pressedKeys = Managers.User.kState.GetPressedKeys(); level = _level; heartAsset = Managers.AssetManager.GetTextureAsset("Heart"); position = _position; startHearts = 3; velocity = new Vector2(); texture = Managers.AssetManager.GetTextureAsset(name); animStarts = Managers.AssetManager.GetAnimIndexes(name)[0]; animEnds = Managers.AssetManager.GetAnimIndexes(name)[1]; state = new States.Idle(); equip = new States.Equip(); moveAcceleration = 0.25f; maxFallSpeed = 15f; ignoreTile = Rectangle.Empty; gravityAcceleration = 0.15f; maxSpeed = 2.5f; jumpAcceleration = 3.4f; flip = SpriteEffects.None; NewAnimation(state.animState); effectState = null; immune = false; collCheck = false; midPoint = new Point(Hitbox.X + (Hitbox.Width / 2), Hitbox.Y + (Hitbox.Height / 2)); circCollPoints = new List<Vector2>(); circCollPoints.Add (new Vector2(Hitbox.X, Hitbox.Y)); circCollPoints.Add (new Vector2(Hitbox.X + Hitbox.Width, Hitbox.Y)); circCollPoints.Add (new Vector2(Hitbox.X, Hitbox.Y + Hitbox.Height)); circCollPoints.Add (new Vector2(Hitbox.X + Hitbox.Width, Hitbox.Y + Hitbox.Height)); circCollPoints.Add (new Vector2(Hitbox.X, Hitbox.Y + (Hitbox.Height / 2))); circCollPoints.Add (new Vector2(Hitbox.X + Hitbox.Width, Hitbox.Y + (Hitbox.Height / 2))); equip.EquipItem(this, new Items.TorchItem(position, "Torch", new Light(Color.White, 0.2f, LightType.Point, new Point((int)position.X, (int)position.Y)))); }
public void NewEditLevel(int changeIndex) { border = Managers.AssetManager.GetTextureAsset("Border"); background = Managers.AssetManager.GetTextureAsset("Level0"); if (changeIndex == 0 || changeIndex == 2) for (int x = 0; x < charMap.GetLength(0); x++) { for (int y = 0; y < charMap.GetLength(1); y++) { charMap[x, y] = '.'; } } Managers.Camera.NewLevel(); }
public void LoadLevel() { signData = Managers.Executive.signData[index]; signIndex = 0; try { background = Managers.AssetManager.GetTextureAsset("Level" + index); } catch { background = Managers.AssetManager.GetTextureAsset("Level0"); } Main.ChangeState(Main.GameState.Playing); for (int x = 0; x < charMap.GetLength(0); x++) { for (int y = 0; y < charMap.GetLength(1); y++) { tileMap[x, y] = GenerateTile(charMap[x, y], x, y); } } for (int x = 0; x < backCharMap.GetLength(0); x++) { for (int y = 0; y < backCharMap.GetLength(1); y++) { backTileMap[x, y] = GenerateBackTile(backCharMap[x, y], x, y); } } if (player == null) throw new NotSupportedException(String.Format("No starting position on level {0}", index)); Managers.Executive.level = this; Managers.Camera.NewLevel(); }