public override void LoadContent() { _debug = new DebugViewXNA(_world); _debug.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); _debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debug.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); }
/// <summary> /// Call this in LoadContent after all the level is set up /// </summary> public void ExtablishDebugView(GraphicsDevice graphicsDevice, ContentManager content) { //Give your world to debugView DebugView = new DebugViewXNA(LevelWorld); //DebugView have many Property you can add DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.LightPink; DebugView.SleepingShapeColor = Color.MediumPurple; //add your GraphicsDevice & your ContentManager DebugView.AppendFlags(DebugViewFlags.CenterOfMass); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); DebugView.AppendFlags(DebugViewFlags.Shape); DebugView.AppendFlags(DebugViewFlags.ContactPoints); DebugView.AppendFlags(DebugViewFlags.PolygonPoints); DebugView.AppendFlags(DebugViewFlags.ContactNormals); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.DebugPanelPosition = Vector2.Zero; DebugView.PerformancePanelBounds = graphicsDevice.ScissorRectangle; DebugView.LoadContent(graphicsDevice, content); }
public override void LoadContent() { base.LoadContent(); if (World == null) return; DebugView = new DebugViewXNA(World); DebugView.AppendFlags(DebugViewFlags.TexturedShape); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager); Vector2 gameWorld = Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth, ScreenManager.Camera.ScreenHeight)); _border = new Border(World, gameWorld.X, gameWorld.Y, 1f); ScreenManager.Camera.ProjectionUpdated += UpdateScreen; // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); background = Content.Load <Texture2D>("sky"); foreground = Content.Load <Texture2D>("nearback"); world = new World(new Vector2(0, 1f)); debugView = new DebugViewXNA(world); camera = new Camera(this); camera.Position = new Vector2(22, 20); debugView.LoadContent(GraphicsDevice, Content); playerController.LoadContent(); badger = new ScrapBadger(this, new Vector2(23, 4)); badger.Rotate(20f * 0.0174532925f); crate = new Crate(this, new Vector2(26, 2)); //XmlLoader loader = new XmlLoader(); //loader.LoadLevel(ref entityList); terrain.LoadContent(); terrain.CreateGround(world); //Init(); }
public Physics(Engine engine) : base(engine) { // this should probably never change PixelsPerMeter = Global.Configuration.GetFloatConfig("Physics", "PixelsPerMeter"); World = new World(new Vector2(0.0f, 9.8f)); DebugView = new DebugViewXNA(World); DebugView.LoadContent(Global.Game.GraphicsDevice, Engine.Content); uint flags = 0; flags += (uint)DebugViewFlags.AABB; flags += (uint)DebugViewFlags.CenterOfMass; flags += (uint)DebugViewFlags.ContactNormals; flags += (uint)DebugViewFlags.ContactPoints; flags += (uint)DebugViewFlags.DebugPanel; flags += (uint)DebugViewFlags.Joint; flags += (uint)DebugViewFlags.Pair; flags += (uint)DebugViewFlags.PolygonPoints; flags += (uint)DebugViewFlags.Shape; DebugView.Flags = (DebugViewFlags)flags; DrawOrder = int.MaxValue; }
public override void LoadContent() { base.LoadContent(); if (World == null) { return; } DebugView = new DebugViewXNA(World); DebugView.AppendFlags(DebugViewFlags.TexturedShape); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager); Vector2 gameWorld = Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth, ScreenManager.Camera.ScreenHeight)); _border = new Border(World, gameWorld.X, gameWorld.Y, 1f); ScreenManager.Camera.ProjectionUpdated += UpdateScreen; // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
private void TryInitPhysDbg() { if (Physics.World == null) { dbgv_?.Dispose(); return; } if (dbgv_ != null) { return; } dbgv_ = new DebugViewXNA(Physics.World); dbgv_.LoadContent(Graphics.Device, Content.Manager); dbgv_.RemoveFlags((DebugViewFlags)Int32.MaxValue); // dbgv_.AppendFlags(DebugViewFlags.AABB); dbgv_.AppendFlags(DebugViewFlags.CenterOfMass); // dbgv_.AppendFlags(DebugViewFlags.ContactNormals); dbgv_.AppendFlags(DebugViewFlags.ContactPoints); // dbgv_.AppendFlags(DebugViewFlags.Controllers); // dbgv.AppendFlags(DebugViewFlags.DebugPanel); dbgv_.AppendFlags(DebugViewFlags.Joint); // dbgv.AppendFlags(DebugViewFlags.PerformanceGraph); dbgv_.AppendFlags(DebugViewFlags.PolygonPoints); dbgv_.AppendFlags(DebugViewFlags.Shape); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load <SpriteFont>("font"); cursor = new SpriteSheet("cursor"); cursor.LoadTexture(Content, 1, 1); cursor.SetScale(2f); cursor.SetCurrentSprite(0, 0); movePointer = new SpriteAnimation("movepointer", Content, 8, 1); movePointer.SetScale(1f); for (int i = 0; i < 8; i++) { movePointer.AddFrame(i, 0, 50); } if (DebugView == null) { DebugView = new DebugViewXNA(Physics.World); DebugView.AppendFlags(DebugViewFlags.DebugPanel); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.Red; DebugView.LoadContent(GraphicsDevice, Content); } }
private void OnLevelSelected() { _level = PrefabRepository.Instance.GetLevelPrefab(@"Content\Levels\" + _levelName + ".eql"); GameWorldManager.Instance.SetState(_level._savedState); GameWorldManager.Instance.LoadLastState(); LoadLevel(); Platform.Instance.PhysicsWorld.Gravity = Vector2.UnitY * Platform.Instance.PhysicsWorld.Gravity.Length(); _debugViewState = false; _actionToggleDebugView = false; _debugView = new DebugViewXNA(Platform.Instance.PhysicsWorld); _debugView.LoadContent(Platform.Instance.Device, Platform.Instance.Content); //_debugView.RemoveFlags( DebugViewFlags.Joint ); //_debugView.AppendFlags( DebugViewFlags.PerformanceGraph ); _debugView.TextColor = Color.Black; _view = Matrix.Identity; //Song song = _contentManager.Load<Song>( "music/Beluga_-_Lost_In_Outer_Space" ); //Platform.Instance.SoundManager.PlayMusic( song ); FrameUpdateManager.Instance.Register(HintManager.Instance); FrameUpdateManager.Instance.Register(SceneManager.Instance); _levelLoaded = true; }
public override void OnEnter() { SceneManager.Instance.UseDof = true; LoadLevel(); GameWorldManager.Instance.SaveState(); Platform.Instance.PhysicsWorld.Gravity = new Vector2(0f, 9.82f); FrameUpdateManager.Instance.Register(HintManager.Instance); _actionReset = false; _debugViewState = false; _actionToggleDebugView = false; _debugView = new DebugViewXNA(Platform.Instance.PhysicsWorld); _debugView.LoadContent(Platform.Instance.Device, Platform.Instance.Content); //_debugView.RemoveFlags( DebugViewFlags.Joint ); //_debugView.AppendFlags( DebugViewFlags.PerformanceGraph ); _debugView.TextColor = Color.Black; _view = Matrix.Identity; Song song = _contentManager.Load <Song>("music/Beluga_-_Lost_In_Outer_Space"); Platform.Instance.SoundManager.PlayMusic(song); FrameUpdateManager.Instance.Register(SceneManager.Instance); SceneManager.Instance.SortByLayer(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); if (world == null) { world = new World(new Vector2(0, 9.82f)); } else { world.Clear(); } this.IsMouseVisible = true; lvlBuilder = new LevelBuilder(Content, world); lvlBuilder.readLevel("level1.txt"); backgroundTexture = Content.Load <Texture2D>("cornflowerback"); objectList = lvlBuilder.getLevelObjects(); //FarseerPhysics.Collision font = Content.Load <SpriteFont>("font"); debugView = new DebugViewXNA(world); debugView.LoadContent(this.GraphicsDevice, this.Content); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); //debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); // TODO: use this.Content to load your game content here }
public override void LoadContent() { if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(Framework.GraphicsDevice, Framework.Content); } DebugView.Flags = _flags; _flagsChanged = false; if (Camera == null) { Camera = new Camera2D(Framework.GraphicsDevice); } else { Camera.ResetCamera(); } base.LoadContent(); }
public override void StartFrame() { if (!m_debugView.Loaded && Engine.Renderer != null) { m_debugView.LoadContent(Engine.Renderer.Device, Engine.AssetManager.ContentManager); m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); m_debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); Engine.Renderer.RenderLayers["DebugPhysicsOverlay"].Renderables.Add(this); } float timeCoef = Engine.Debug.EditSingle("TimeCoef", 0.85f); Engine.World.UpdatePrePhysics(); m_world.Step(Engine.GameTime.ElapsedMS * 0.001f * timeCoef); //fix rigidBody foreach (var go in Engine.World.GameObjects) { if (go.RigidBodyCmp != null) { go.RigidBodyCmp.UpdateGameObjectPosition(); } } Engine.World.UpdatePostPhysics(); }
public void InitializePhysics(GraphicsDevice graphics, ContentManager Content) { // Catching Viewport dimensions ViewportWidth = graphics.Viewport.Width; ViewportHeight = graphics.Viewport.Height; if (Penumbra == null) { Penumbra = new PenumbraComponent(graphics, Content); } // Our world for the physics body _World = new World(Vector2.Zero); // Unit conversion rule to get the right position data between simulation space and display space ConvertUnits.SetDisplayUnitToSimUnitRatio(MeterInPixels); // Initialize the physics debug view PhysicsDebugView = new DebugViewXNA(_World); PhysicsDebugView.LoadContent(graphics, Content); PhysicsDebugView.RemoveFlags(DebugViewFlags.Controllers); PhysicsDebugView.RemoveFlags(DebugViewFlags.Joint); PhysicsDebugView.RemoveFlags(DebugViewFlags.Shape); PhysicsDebugView.DefaultShapeColor = new Color(255, 255, 0); }
public ControllerViewManager(GraphicsDevice graphicsDevice, ContentManager content) { controllers = new List <Controller>(); views = new List <IView>(); this.content = content; this.graphicsDevice = graphicsDevice; this.batch = new SpriteBatch(graphicsDevice); this.world = new World(new Vector2(0, Constants.GamePlayGravity)); this.controllerQueue = new ConcurrentQueue <Tuple <Controller, QueueState> >(); this.viewQueue = new ConcurrentQueue <Tuple <IView, QueueState> >(); if (Constants.DebugMode && debugView == null) { debugView = new DebugViewXNA(world); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.DefaultShapeColor = Color.Red; debugView.SleepingShapeColor = Color.Green; debugView.LoadContent(graphicsDevice, content); } if (camera == null) { Viewport v = graphicsDevice.Viewport; camera = new Camera2D(graphicsDevice); camera.Position = new Vector2(v.Width / 2, v.Height / 2); } else { camera.ResetCamera(); } }
public void Setup() { _dragon = new Dragon(this) { Position = _dragonStartPosition }; _allGameOjbects.Add(_dragon); _walls.Add(new Wall(this, new Rectangle(0, 0, WorldWidth, 16))); _walls.Add(new Wall(this, new Rectangle(0, 0, 16, WorldHeight))); _walls.Add(new Wall(this, new Rectangle(0, WorldHeight - 16, WorldWidth, 16))); _walls.Add(new Wall(this, new Rectangle(WorldWidth - 16, 0, 16, WorldHeight))); _walls.Add(new Wall(this, new Rectangle(200, 450, 208, 16)) { SolidWall = false }); _walls.Add(new Wall(this, new Rectangle(408, 350, 16, 116))); CreateBackgroudTexture(); SetupCamera(); _debugView.LoadContent(_graphicsDevice, _content); }
public Map(GraphicsDevice pDevice, ContentManager content, int pTileWidth, int pTileHeight, int pWidth, int pHeight) { ConvertUnits.SetDisplayUnitToSimUnitRatio(100); entityList = new List<MapEntity>(); verticesList = new List<Vector2>(); //light = content.Load<Texture2D>("lightmask"); effect = content.Load<Effect>("File"); //effect.Parameters["lightMask"].SetValue(light); prevState = Keyboard.GetState(); hud = new Hud(new string[] { "Undertale is bad,\nand so am I." }, content); speaking = false; blocks = new List<Body>(); tileWidth = pTileWidth; tileHeight = pTileHeight; width = pWidth; height = pHeight; g = pDevice; cont = content; menu = new Menu(content, null); camera = new Camera2D(pDevice); debug = content.Load<Texture2D>("overworld_gutter"); tMap = content.Load<TiledMap>("Map/Tazmily/Tazmily"); mapRenderer = new TiledMapRenderer(pDevice); world = new World(Vector2.Zero); //world.ContactManager.OnBroadphaseCollision += BroadphaseHandler; //world.ContactManager.EndContact += EndContactHandler; debugView = new DebugViewXNA(world); debugView.LoadContent(pDevice, content); //debugView.AppendFlags(DebugViewFlags.DebugPanel); //debugView.AppendFlags(DebugViewFlags.PolygonPoints); //debugView.AppendFlags(DebugViewFlags.ContactPoints); //debugView.AppendFlags(DebugViewFlags.AABB); debugView.AppendFlags(DebugViewFlags.Shape); debugView.DefaultShapeColor = Color.Green; //camera.Position = player.body.Position; //Console.WriteLine("Scunt: " + tMap.ObjectLayers.Count); player = new Player(world, content, 16, 23); //npc = new NPC(world, content, colArray, 2, false, 16, 14, new string[] {"Weebs are worse\nthan fortnite\ngamers.", "Where's the lie?" }); //Body b1 = BodyFactory.CreateRectangle(world, 3, 3, 1); blockDims = new List<Vector2>(); MakeCollisionBodies(); npcs = new NPC[] { //new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@You wanna see the special?\n@It's a detective story. Some kind of <Columbo>\n knock-off.\n@Well, ya interested or not?", "@Get outta here." }), new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@Your name Steve Foley? Of course it is.\n You are great. Fantastic.\n@Good job Steve.", "@Get outta here." }), //new NewNPC(world, content, player, 0, true, 18, 18, new string[] {"help"}, 4, 1) }; entityList.Add(player); foreach (NPC n in npcs) entityList.Add(n); }
private void InitDebug() { _debugView = new DebugViewXNA(World); _debugView.RemoveFlags(DebugViewFlags.Shape); _debugView.RemoveFlags(DebugViewFlags.Joint); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Game1.contentManager); }
void LoadCreateDebugView(World world) { //create and configure the debug view _debugView = new DebugViewXNA(world); _debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.AABB | DebugViewFlags.PerformanceGraph | DebugViewFlags.ContactPoints | DebugViewFlags.Controllers); _debugView.DefaultShapeColor = Color.Blue; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(screenManager.GraphicsDevice, _content); }
public Scene(SpriteBatch sb, GraphicsDeviceManager graphicsDeviceManager, GraphicsDevice gd, GameWindow window, ContentManager content, int FOVWidth, int FOVHeight, IDrawSystem system = null) { buffer = new RenderTarget2D(gd, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight); GraphicsDevice = gd; SpriteBatch = sb; _graphicsDeviceManager = graphicsDeviceManager; Content = content; GameWindow = window; Camera = new Camera(this, gd.Viewport) { FOV = new Vector2(FOVWidth, FOVHeight) }; Input.Instance = new Input(this); GameObjects = new GameObjectManager(this); TiledPrefabs = new Dictionary <string, Type>(); World = new World(Vector2.Zero); Settings.AllowSleep = true; Settings.VelocityIterations = 2; Settings.ContinuousPhysics = true; DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.LightPink; DebugView.SleepingShapeColor = Color.MediumPurple; DebugView.LoadContent(GraphicsDevice, content); DebugView.AppendFlags(DebugViewFlags.DebugPanel); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); Debug = true; LoadedTiledPrefabs = new List <TiledPrefab>(); Pipeline = new CludoContentPipeline(gd); Vector = Pipeline.LoadContent <Texture2D>("Vector", content, true); Line = new Texture2D(GraphicsDevice, 1, 1); Line.SetData(new[] { Color.White }); GameWindow.ClientSizeChanged += (sender, args) => { VirtualResolutionScaler = new VirtualResolutionScaler(this, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight, gd, true); }; VirtualResolutionScaler = new VirtualResolutionScaler(this, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight, gd, true); Pipeline.LoadContent <SpriteFont>("Font", Content, true); if (system == null) { SetDrawSystem(new NormalDrawSystem(GraphicsDevice, this, new Vector2(graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight))); } else { SetDrawSystem(system); } StartScene(); }
/// <summary> /// Load content /// </summary> /// <param name="contentManager"></param> public override void LoadContent(Microsoft.Xna.Framework.Content.ContentManager contentManager) { // Loads the scene and so on base.LoadContent(contentManager); _scene.LoadContent(contentManager); #if DEBUG && !SILVERLIGHT view.LoadContent(this.Game.GraphicsDevice, contentManager); #endif }
/// <summary> /// Loads debug view resources. /// </summary> public void LoadDebugView() { if (_game == null) { throw new Exception("Must pass 'Game' into constructor to use debug view."); } _debugViewXna = new DebugViewXNA(World); _debugViewXna.LoadContent(_game.GraphicsDevice, _game.Content, @"Fonts\VerdanaFont"); }
public override void LoadContent(ContentManager content) { this.Content = content; player1.texture = content.Load <Texture2D>("dad_sat"); player2.texture = content.Load <Texture2D>("mom_sat"); table.texture = content.Load <Texture2D>("table"); ending = content.Load <Song>("co"); font = content.Load <SpriteFont>("SpriteFont1"); for (int i = 0; i < N; i++) { ball[i].texture = content.Load <Texture2D>("ball"); } ball[0].texture = content.Load <Texture2D>("ttukbaegi"); ball[1].texture = content.Load <Texture2D>("rice_1"); ball[2].texture = content.Load <Texture2D>("kimchi"); ball[3].texture = content.Load <Texture2D>("kimchi"); ball[4].texture = content.Load <Texture2D>("ttukbaegi"); ball[5].texture = content.Load <Texture2D>("rice_1"); ball[6].texture = content.Load <Texture2D>("rice_2"); ball[7].texture = content.Load <Texture2D>("kimchi"); ball[8].texture = content.Load <Texture2D>("ttukbaegi"); ball[9].texture = content.Load <Texture2D>("kimchi"); baby.texture = this.Content.Load <Texture2D>("baby"); background = this.Content.Load <Texture2D>("background"); view = new DebugViewXNA(world); view.AppendFlags(DebugViewFlags.Shape); view.RemoveFlags(DebugViewFlags.Joint); view.DefaultShapeColor = Color.White; view.SleepingShapeColor = Color.LightGray; view.LoadContent(game.GraphicsDevice, Content); if (Camera == null) { Camera = new Camera2D(game.GraphicsDevice); } else { Camera.ResetCamera(); } glass_sfx = content.Load <SoundEffect>("glass"); hit1_sfx = content.Load <SoundEffect>("hit1"); hit2_sfx = content.Load <SoundEffect>("hit2"); bgm = content.Load <Song>("bgm"); MediaPlayer.Play(bgm); MediaPlayer.IsRepeating = true; help_font = content.Load <SpriteFont>("SpriteFont2"); }
public PhysicsBase() { World = new World(new Vector2(0, 0)); DebugView = new DebugViewXNA(World); DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(GraphicsExt.graphics.GraphicsDevice, ContentExt.Content); }
public WorldScreen(Game Game) : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY) { GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80); GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000); DebugWindow.Visible = false; DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow); AddGUI(DebugWindow); LE = new LightingEngine(); Color a = new Color(ambient, ambient, ambient); LE.SetAmbient(a, a); //LE.SetAmbient(Color.Gray, Color.Gray); Renderer.AddRendererEffect(LE, "LightingEngine"); LoadContent(); Map = new Map(this, tileSize, mapSize); //Renderer.AddPostProcess(new BlurEffect(), "Blur"); SE = new BlurSwitchEffect(); SE.MaxTime = 1f; SE.TurnOffAction = delegate() { Renderer.RemovePostProcess("Switch"); }; Renderer.AddPostProcess(SE, "Switch"); Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize)); PlayerLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.9f, .7f, .7f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(500, 400, 20), SpotAngle = 1.5f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LE.AddLight(PlayerLight); Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); Debug.DefaultShapeColor = Color.White; Debug.SleepingShapeColor = Color.LightGray; Debug.LoadContent(Parent.GraphicsDevice, Parent.Content); //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10); //Serializer.Serialize<Weapon>("weapon.xml", w); }
public override void Awake() { activated = true; physicsDebugView = new DebugViewXNA(Physics.world); //physicsDebugView.DrawSolidShapes = false; physicsDebugView.LoadContent(Application.Instance.GraphicsDevice); material = new Material() { name = "Debug material", color = Color.white, renderQueue = 100000, shaderName = "Transparent" }; base.Awake(); }
public void Initialize(RenderContext context) { //Create new savedata file if it doesn't exist yet if (!File.Exists(SaveDataFile)) { SaveData data = new SaveData(); data.HighestDistance = 0; XmlWriter.SaveScore(data, SaveDataFile); } SaveScore(); // actually loads the score isActive = true; m_ViewPort = context.GraphicsDevice.Viewport; //Load a font TextRenderer.SetFont(context.Content.Load <SpriteFont>("Font/Standard")); //Create player an set him at center of screen m_StartPos = new Vector2(context.ViewPortSize.X * 0.25f, context.ViewPortSize.Y * 0.25f); m_Player = new Player(context, m_StartPos); m_Player.Initialize(context); m_Player.Translate(m_StartPos); context.Player = m_Player; //Generate a random level m_LevelManager = new LevelManager(); m_LevelManager.Initialize(context); //AddParalaxing backgrounds m_BgManager = new BackgroundManager(context); m_BgManager.AddBackgound(new Background("background", new Vector2(0, 0), 1.0f, false, context)); m_BgManager.AddBackgound(new Background("1", new Vector2(60, 20), 1.0f, false, context)); m_BgManager.AddBackgound(new Background("2", new Vector2(100, 70), 1, false, context)); m_BgManager.AddBackgound(new Background("3", new Vector2(200, 40), 1, false, context)); m_BgManager.AddBackgound(new Background("4", new Vector2(300, 50), 1, false, context)); m_BgManager.AddBackgound(new Background("5", new Vector2(400, 200), 1, false, context)); #if (DEBUG) m_MonoDebug = new DebugViewXNA(context.World); m_MonoDebug.AppendFlags(DebugViewFlags.DebugPanel); m_MonoDebug.DefaultShapeColor = Color.Red; m_MonoDebug.SleepingShapeColor = Color.LightGray; m_MonoDebug.LoadContent(context.GraphicsDevice, context.Content); #endif SoundManager.Play("Background", true); HitScreen = new GameSprite("Textures/GUI/hit", context); PickScreen = new GameSprite("Textures/GUI/pickupHit", context); }
public void LoadContent() { _spriteBatch = new SpriteBatch(_graphics); _world = new DynamicEntityWorld(_game.Services); var pp = _graphics.PresentationParameters; _debugView = new DebugViewXNA(_world.PhysicsWorld); _debugView.LoadContent(_graphics, _content); _camera = new DefaultCamera(null, new Viewport(0, 0, pp.BackBufferWidth, pp.BackBufferHeight)); _cameraNode = _world.Scene.Root.CreateChild("Camera"); _cameraNode.Attach(_camera); // Create the tile map. var terrainSize = new Vector2(4096.0f, 2048.0f); _terrain = new Terrain(terrainSize, 128.0f, 7) { DebugEnabled = false, Position = new Vector3(50.0f, -terrainSize.Y / 2.0f, 0.0f), TextureName = @"Textures\SpaceRock" }; _world.Add(_terrain); GenerateTunnels(new Vector2(50.0f, 0)); // Create the circle brush. _circleBrush = new CircleBrush(2.5f); _circleBrushNode = _world.Scene.CreateSceneNode(); _circleBrushNode.Attach(new CircleRenderable(2.5f, 64) { Color = Vector3.One }); // Dust cloud _dustCloud = _world.Scene.CreateSceneNode("DustCloud"); _dustCloud.Position = new Vector3(0.0f, 0.0f, -1.0f); _dustCloud.Attach(new DustCloud()); _world.Scene.Root.AddChild(_dustCloud); // Player _playerEntity = new SpaceShip(); _playerEntity.Attach(new PlayerController()); _playerEntity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(90.0f)); _world.Add(_playerEntity); _payloadEntity = new Payload(); _payloadEntity.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathHelper.ToRadians(90.0f)); _world.Add(_payloadEntity); _payloadChain = PayloadChain.Connect(_playerEntity, _payloadEntity, Vector2.UnitX * -20.0f); }
public override void OnEnter() { //Camera GameWorldManager.Instance.SpawnEntity("camera", "camera1", new Vector3(0, -1300, 600)); GameWorldManager.Instance.SpawnEntity("robot", "robot1", new Vector3(-400f, -1000f, 0f), 2f); GameWorldManager.Instance.SpawnEntity("crate", "crate", new Vector3(-50f, -1200f, 0f), 3f); GameWorldManager.Instance.SpawnEntity("crate", "crate2", new Vector3(-50f, -1100f, 0f), 2.6f); GameWorldManager.Instance.SpawnEntity("crate", "crate3", new Vector3(-50f, -1000f, 0f), 2f); GameWorldManager.Instance.SpawnEntity("crate", "crate4", new Vector3(-50f, -900f, 0f), 1.5f); //GameWorldManager.Instance.SpawnEntity( "crate", "crate5", new Vector3( 500f, -850f, 0f ), 0.1f ); Robot = GameWorldManager.Instance.GetEntity("robot1"); //Quaternion rotation = new Quaternion( 1f, 2f, 1f, 2f ); //rotation.Normalize(); //Robot.SetRotation( rotation ); Robot.PhysicsEntity.Enabled = true; Robot.RegisterComponent("force", new SentientForceComponent()); Robot.RegisterComponent( "control", new CarControlComponent(new List <string> { "GearJoint1", "GearJoint2", "GearJoint3" }, new List <float> { 5f, 5f, 5f }) ); CameraController camControl = new CameraController(GameWorldManager.Instance.GetEntity("robot1"), SceneManager.Instance.GetCurrentCamera()); ControllerRepository.Instance.RegisterController("camcontrol", camControl); FrameUpdateManager.Instance.Register(camControl); Camera = GameWorldManager.Instance.GetEntity("camera1"); _cameraMoving = false; _actionFreeze = false; _actionSpawn = false; _actionReset = false; _debugViewState = false; _actionToggleDebugView = false; LoadPhysicsContent(); _debugView = new DebugViewXNA(Platform.Instance.PhysicsWorld); _debugView.LoadContent(Platform.Instance.Device, Platform.Instance.Content); _debugView.RemoveFlags(DebugViewFlags.Joint); _debugView.TextColor = Color.Black; _view = Matrix.Identity; }
public override void LoadContent() { LoadAssets(); base.LoadContent(); spriteBatch = ScreenManager.SpriteBatch; GraphicsDevice = ScreenManager.GraphicsDevice; // Start the game Start(); DebugView = new DebugViewXNA(_world); DebugView.LoadContent(GraphicsDevice, ScreenManager.Game.Content); }
void SetDebugView() { DebugViewFlags flags = 0; if (_debugView != null) { flags = _debugView.Flags; } _debugView = new DebugViewXNA(_gameLevel.World); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, new Viewport(0, 0, this.Size.Width, this.Size.Height), Content); _debugView.Flags = flags; }
public GDEntityManager(GDGameScreen scrn) : base(scrn) { PhysicsWorld = new World(Vector2.Zero); #if DEBUG debugView = new DebugViewXNA(PhysicsWorld); debugView.LoadContent(GDOwner.Graphics.GraphicsDevice, GDOwner.Game.Content, Textures.DebugFont); debugView.AppendFlags(DebugViewFlags.Shape); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.AppendFlags(DebugViewFlags.PerformanceGraph); debugView.AppendFlags(DebugViewFlags.ContactPoints); debugView.AppendFlags(DebugViewFlags.ContactNormals); debugView.AppendFlags(DebugViewFlags.Controllers); debugView.TextColor = Color.Black; debugView.Enabled = false; #endif }
protected override void Initialize() { _world = new World(new Vector2(0, 9.8f)); _debugView = new DebugViewXNA(_world); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Content); base.Initialize(); _fluidSimulation = new FluidSimulation(_world, _spriteBatch, _debugFont); _projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1); _view = Matrix.CreateScale(new Vector3(SCALE, -SCALE, 1)); // Create test geometry Body bottomBody = BodyFactory.CreateBody(_world, new Vector2(0, 7f)); PolygonShape bottomShape = new PolygonShape(1f); bottomShape.SetAsBox(12f, 1f); bottomBody.CreateFixture(bottomShape); Body leftBody = BodyFactory.CreateBody(_world, new Vector2(-11f, 0f)); PolygonShape leftShape = new PolygonShape(1f); leftShape.SetAsBox(1f, 10f); leftBody.CreateFixture(leftShape); Body rightBody = BodyFactory.CreateBody(_world, new Vector2(11f, 0f)); PolygonShape rightShape = new PolygonShape(1f); rightShape.SetAsBox(1f, 10f); rightBody.CreateFixture(rightShape); Body rampBody = BodyFactory.CreateBody(_world, new Vector2(6f, -2f)); PolygonShape rampShape = new PolygonShape(1f); rampShape.SetAsBox(5.5f, 0.5f); rampBody.CreateFixture(rampShape); rampBody.Rotation = -0.25f; Body circleBody = BodyFactory.CreateBody(_world, new Vector2(0, -0.2f)); CircleShape circleShape = new CircleShape(2f, 1f); circleBody.CreateFixture(circleShape); }
public override void LoadContent() { base.LoadContent(); //We enable diagnostics to show get values for our performance counters. Settings.EnableDiagnostics = true; if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } frameRateCounter = new FrameRateCounter(this.ScreenManager); if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public override void LoadContent() { base.LoadContent(); if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } #if DEBUG_RENDER if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice); EnableOrDisableFlag(DebugViewFlags.Shape); EnableOrDisableFlag(DebugViewFlags.DebugPanel); EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); EnableOrDisableFlag(DebugViewFlags.Joint); EnableOrDisableFlag(DebugViewFlags.ContactPoints); EnableOrDisableFlag(DebugViewFlags.ContactNormals); EnableOrDisableFlag(DebugViewFlags.Controllers); } #endif WireUpCamera (); // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
private void SetupDebug() { // create and configure the debug view _debugView = new DebugViewXNA ( PhysicsWorld ); _debugView.AppendFlags ( DebugViewFlags.PerformanceGraph ); _debugView.AppendFlags ( DebugViewFlags.CenterOfMass ); _debugView.AppendFlags ( DebugViewFlags.Shape ); _debugView.AppendFlags ( DebugViewFlags.DebugPanel ); //_debugView.AppendFlags(DebugViewFlags.AABB); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent ( GraphicsDevice, Content ); }
protected override void LoadContent() { RasterizerState rs = new RasterizerState(); rs.CullMode = CullMode.None; GraphicsDevice.RasterizerState = rs; font = Content.Load<SpriteFont>("font"); car.LoadContent(Content); basicEffect = new BasicEffect(GraphicsDevice) { TextureEnabled = true, VertexColorEnabled = true, }; debug = new DebugViewXNA(world); debug.LoadContent(GraphicsDevice, Content); dashboard.LoadContent(Content); }
public override void Initialize(Vector2 gravity) { world = new World(gravity); world.ContactManager.BeginContact += OnContact; world.ContactManager.EndContact += ContactOver; FarseerPhysics.Settings.VelocityIterations = 3; FarseerPhysics.Settings.PositionIterations = 1; FarseerPhysics.Settings.ContinuousPhysics = false; FarseerPhysics.Settings.EnableDiagnostics = false; FarseerPhysics.Settings.MaxPolygonVertices = 32; #if WINDOWS || WINDOWS_PHONE _debugView = new DebugViewXNA(world); _debugView.LoadContent(BaseGame.Get.GraphicsDevice, BaseGame.Get.Content); #endif }
protected override void Initialize() { base.Initialize(); Camera = new Camera(Vector2.One, Vector3.Zero); // create default level LevelManager = Container.Resolve<LevelManager>(); LevelManager.LevelLoaded += new LevelLoadedEventHandler(LevelLoaded); debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); Database = Container.Resolve<SQLiteDatabase>(); log4net.Config.XmlConfigurator.Configure(); Database = Container.Resolve<SQLiteDatabase>(); Logger.Info("EngineGame initialized"); ScreenManager.Initialize(); }
/// <summary> /// Metoda wywolywana przed LoadContent /// </summary> public void Initialize() { // Get the content manager from the application contentManager = (Application.Current as App).Content; spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); LevelLines = new List<LevelLine>(); // Dodanie linii levelu. LevelLines.Add(new LevelLine(250, SharedGraphicsDeviceManager.Current.GraphicsDevice)); LevelLines.Add(new LevelLine(500, SharedGraphicsDeviceManager.Current.GraphicsDevice)); // Inicjalizacja świata if (world == null) { world = new World(Settings.gravity); } else { world.Clear(); } if (debugView == null) { debugView = new DebugViewXNA(world); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Controllers); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Joint); debugView.LoadContent(SharedGraphicsDeviceManager.Current.GraphicsDevice, contentManager); } // Tworzenie podlogi _floor = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(480), ConvertUnits.ToSimUnits(50), 10f); _floor.Position = ConvertUnits.ToSimUnits(240, 775); _floor.BodyType = BodyType.Static; _floor.IsStatic = true; _floor.Restitution = 0.0f; _floor.Friction = 2.5f; // Tworzenie platformy _platform = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(250), ConvertUnits.ToSimUnits(50), 10f); _platform.Position = ConvertUnits.ToSimUnits(240, 725); _platform.BodyType = BodyType.Static; _platform.IsStatic = true; _platform.Restitution = 0.0f; _platform.Friction = 5.0f; // Żaden blok nie spada blockOnHisWay = false; //Aktywacja gestów - vertical do obracania i horizontaldrag do ruszania klockiem TouchPanel.EnabledGestures = GestureType.HorizontalDrag | GestureType.VerticalDrag; LoadContent(); }
public WorldScreen(Game Game) : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY) { GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80); GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000); DebugWindow.Visible = false; DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow); AddGUI(DebugWindow); LE = new LightingEngine(); Color a = new Color(ambient, ambient, ambient); LE.SetAmbient(a, a); //LE.SetAmbient(Color.Gray, Color.Gray); Renderer.AddRendererEffect(LE, "LightingEngine"); LoadContent(); Map = new Map(this, tileSize, mapSize); //Renderer.AddPostProcess(new BlurEffect(), "Blur"); SE = new BlurSwitchEffect(); SE.MaxTime = 1f; SE.TurnOffAction = delegate () {Renderer.RemovePostProcess("Switch");}; Renderer.AddPostProcess(SE, "Switch"); Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize)); PlayerLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.9f, .7f, .7f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(500, 400, 20), SpotAngle = 1.5f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LE.AddLight(PlayerLight); Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); Debug.DefaultShapeColor = Color.White; Debug.SleepingShapeColor = Color.LightGray; Debug.LoadContent(Parent.GraphicsDevice, Parent.Content); //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10); //Serializer.Serialize<Weapon>("weapon.xml", w); }
public override void LoadContent() { LoadAssets (); base.LoadContent (); spriteBatch = ScreenManager.SpriteBatch; GraphicsDevice = ScreenManager.GraphicsDevice; // Start the game Start (); DebugView = new DebugViewXNA(_world); DebugView.LoadContent(GraphicsDevice,ScreenManager.Game.Content); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); debug = new DebugViewXNA(world); debug.LoadContent(GraphicsDevice, Content); }
void DebugDraw() { Matrix view2 = Matrix.CreateScale(32); //default 32 view2 *= Game1.DebugCam.view; debugActive = true; DebugView = new DebugViewXNA(Game1.world); DebugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); DebugView.DefaultShapeColor = Color.Red; DebugView.SleepingShapeColor = Color.Green; DebugView.StaticShapeColor = Color.Violet; DebugView.LoadContent(Game1.graphics.GraphicsDevice, Game1.content); DebugView.RenderDebugData(ref Game1.DebugCam.projection, ref view2); }
public override void LoadContent(ContentManager content, GraphicsDevice graph) { base.LoadContent(content, graph); Settings.UseFPECollisionCategories = true; ConvertUnits.SetDisplayUnitToSimUnitRatio(32f); ServiceHelper.Get<SoundService>().AddSound("zap", "Sounds/zap.wav"); if (world == null) { world = new World(Vector2.Zero); } else { world.Clear(); } world.Gravity = gravity; if (debugView == null) { debugView = new DebugViewXNA(world); debugView.LoadContent(graph, content); } projection = Matrix.CreateOrthographicOffCenter( 0f, ConvertUnits.ToSimUnits(graph.Viewport.Width), ConvertUnits.ToSimUnits(graph.Viewport.Height), 0f, 0f, 1f ); /////////////////////////////////////////////////////////////////////////////// player = BodyFactory.CreateCapsule(world, 0.5f, 0.8f, 1f); player.CollisionCategories = Category.Cat2; player.CollidesWith = Category.Cat1; player.BodyType = BodyType.Dynamic; player.Position = new Vector2(10, 3); player.FixedRotation = true; playerAnimation.LoadContent( content, "Graphics/CodingMadeEasyPlatformer/Hero1", Color.White, ConvertUnits.ToDisplayUnits(player.Position), 200, new Vector2(3, 4) ); playerAnimation.ScaleToBody(player); playerAnimation.isActive = true; for (int i = 0; i < 5; ++i) { Body platform = BodyFactory.CreateRectangle(world, 2f, 2f, 1f); platform.CollisionCategories = Category.Cat1; platform.CollidesWith = Category.Cat2; platform.BodyType = BodyType.Static; platform.Position = new Vector2(2 + (i * 3), 10); Image platformImage = new Image(); platformImage.LoadContent( content, "Graphics/minecraft", Color.White, ConvertUnits.ToDisplayUnits(platform.Position) ); platformImage.ScaleToBody(platform); platforms.Add(platform); platformsImages.Add(platformImage); } }
public void LoadContent() { m_debug.LoadContent(); var pp = m_graphics.PresentationParameters; // Create our entity world. m_world = new DynamicEntityWorld(m_game.Services); // Create the debug view. m_debugView = new DebugViewXNA(m_world.PhysicsWorld); m_debugView.LoadContent(m_graphics, m_content); // Create the camera. m_camera = new DefaultCamera(null, new Viewport(0, 0, pp.BackBufferWidth, pp.BackBufferHeight)); m_cameraNode = m_world.Scene.Root.CreateChild("Camera"); m_cameraNode.Attach(m_camera); // Create the player. m_player = new Entities.Player( new StaticSprite(Vector2.One * 10.0f, m_content.Load<Texture2D>(@"Sprites\Ship01"), "Player")); m_player.Attach(new Controllers.PlayerMovement(m_camera)); m_world.Add(m_player); m_player.Position = new Vector2(0.0f, 0.0f); // Create the layers. m_playerLayer = new DefaultLayer(typeof(ISprite), "Player", 0.5f) { Scene = m_world.Scene }; m_backgroundLayer = new DefaultLayer(0.0f) { Scene = m_world.Scene }; // Create the background. var deepSpaceSprite = new StaticSprite(Vector2.One * 200.0f, m_content.Load<Texture2D>(@"Textures\Background01"), null) { BlendState = BlendState.Additive }; var lessDeepSpaceSprite = new StaticSprite(Vector2.One * 400.0f, m_content.Load<Texture2D>(@"Textures\Background02"), null) { BlendState = BlendState.Additive }; m_deepSpaceNode = m_cameraNode.CreateChild("Background_DeepSpace"); m_deepSpaceNode.Depth = -1.0f; // Move the background into the back. m_deepSpaceNode.Attach(deepSpaceSprite); m_lessDeepSpaceNode = m_cameraNode.CreateChild("Background_LessDeepSpace"); m_lessDeepSpaceNode.Depth = -0.9f; // Move the background into the back, but in front of the other background. m_lessDeepSpaceNode.Attach(lessDeepSpaceSprite); m_backgroundLayer.AddRenderable(deepSpaceSprite); m_backgroundLayer.AddRenderable(lessDeepSpaceSprite); // Create the dust cloud. var dustCloud = new Movables.DustCloud(100); m_dustCloudNode = m_world.Scene.Root.CreateChild("DustCloud"); m_dustCloudNode.Depth = -0.8f; m_dustCloudNode.Attach(dustCloud); m_backgroundLayer.AddRenderable(dustCloud); // Create the planet. m_terrainLayer = new DefaultLayer(typeof(Entities.TerrainRegion), null, 0.0f) { Scene = m_world.Scene }; m_miscLayer = new DefaultLayer(typeof(ISprite), "MISC_", -0.5f) { Scene = m_world.Scene }; CreatePlanet(); }
public virtual void Initialize() { Settings.EnableDiagnostics = true; DebugView = new DebugViewXNA(World); DebugView.LoadContent(CCDrawManager.GraphicsDevice, CCApplication.SharedApplication.Content); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //Steup StartScreen MenuSong = Content.Load<Song>("Sounds/Menu_Song_mixdown"); font = Content.Load<SpriteFont>("Sprites/font"); isActive = false; ScreenList.Add(new FirstScreen(MenuSong,font)); ScreenList.Add(new SecondScreen(MenuSong, font)); ScreenList.Add(new EndScreen()); ScreenList[0].setActive(true); firstbackground = Content.Load<Texture2D>("Sprites/Start_Screen_Background"); //end states p1WinsImage = Content.Load<Texture2D>("Sprites/P1_Wins"); p2WinsImage = Content.Load<Texture2D>("Sprites/P2_Wins"); drawGameImage = Content.Load<Texture2D>("Sprites/Draw"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); background = Content.Load<Texture2D>("Sprites/Lava_Scrolling_Bkrnd_2048"); foreground = Content.Load<Texture2D>("Sprites/Foreground"); boxTex = Content.Load<Texture2D>("Sprites/ToyBox"); Texture2D carsSpriteSheet = Content.Load<Texture2D>("Sprites/Cars_test"); myBackground = new ScrollingBackground(); myBackground.Load(GraphicsDevice, background); //explosion texture explosionTexture = Content.Load<Texture2D>("Sprites/Explosion_Sprite_Sheet"); //pENCIL wALLS TOP pencilTex = Content.Load<Texture2D>("Sprites/Bottom_pencil"); pencilTexSide = Content.Load<Texture2D>("Sprites/Side_Pencil"); pencilWallTop = new PencilWall[5]; pencilWallTop[0] = new PencilWall(pencilTex, new Vector2(125, 100), world, "up"); pencilWallTop[1] = new PencilWall(pencilTex, new Vector2(465, 100), world, "up"); pencilWallTop[2] = new PencilWall(pencilTex, new Vector2(795, 100), world, "up"); pencilWallTop[3] = new PencilWall(pencilTex, new Vector2(1135, 100), world, "up"); pencilWallTop[4] = new PencilWall(pencilTex, new Vector2(1455, 100), world, "up"); //PencilWalls Bot pencilWallBot = new PencilWall[5]; pencilWallBot[0] = new PencilWall(pencilTex, new Vector2(125, 950), world, "down"); pencilWallBot[1] = new PencilWall(pencilTex, new Vector2(455, 950), world, "down"); pencilWallBot[2] = new PencilWall(pencilTex, new Vector2(785, 950), world, "down"); pencilWallBot[3] = new PencilWall(pencilTex, new Vector2(1125, 950), world, "down"); pencilWallBot[4] = new PencilWall(pencilTex, new Vector2(1445, 950), world, "down"); //PencilWalls Left pencilWallLeft = new PencilWall[3]; pencilWallLeft[0] = new PencilWall(pencilTexSide, new Vector2(100, 130), world, "left"); pencilWallLeft[1] = new PencilWall(pencilTexSide, new Vector2(100, 410), world, "left"); pencilWallLeft[2] = new PencilWall(pencilTexSide, new Vector2(100, 690), world, "left"); pencilWallRight = new PencilWall[3]; pencilWallRight[0] = new PencilWall(pencilTexSide, new Vector2(1775, 130), world, "right"); pencilWallRight[1] = new PencilWall(pencilTexSide, new Vector2(1775, 410), world, "right"); pencilWallRight[2] = new PencilWall(pencilTexSide, new Vector2(1775, 690), world, "right"); //collision spark collisionSpark = Content.Load<Texture2D>("Sprites/SINGLE_Spark_Sprite_Sheet"); //Background music effect = new SoundEffect[3]; effect[0] = Content.Load<SoundEffect>("Sounds/Car_Crash001"); effect[1] = Content.Load<SoundEffect>("Sounds/Car_Crash002"); effect[2] = Content.Load<SoundEffect>("Sounds/Car_Crash003"); //loading // firstbackground = Content.Load<Texture2D>("Sprites/ToyBox"); secondbackground = Content.Load<Texture2D>("Sprites/Players"); CarP1 = Content.Load<Texture2D>("Sprites/Select_cars"); CarP2 = Content.Load<Texture2D>("Sprites/Select_cars"); one = Content.Load<Texture2D>("Sprites/One"); two = Content.Load<Texture2D>("Sprites/Two"); three = Content.Load<Texture2D>("Sprites/Three"); car1 = new AnimatedSprite(carsSpriteSheet, 3, 6,explosionTexture,4,5,car1StartingPos, world, selectP2); car2 = new AnimatedSprite(carsSpriteSheet, 3, 6, explosionTexture, 4, 5, car2StartingPos, world, selectP1); boxPlatform = new BoxPlatform(boxTex, new Vector2(650, 350), world); car1.player1.OnCollision += MyOnCollision; car2.player1.OnCollision += MyOnCollision; //DebugViewXNA view objects _font = Content.Load<SpriteFont>("Sprites/font"); _batch = new SpriteBatch(graphics.GraphicsDevice); _debugView = new DebugViewXNA(world); _debugView.AppendFlags(DebugViewFlags.DebugPanel); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Content); // TODO: use this.Content to load your game content here }
public virtual void Initialize() { Settings.EnableDiagnostics = true; DebugView = new DebugViewXNA(World); DebugView.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); }
/// <summary> /// Initialization /// </summary> public override void Initialize() { base.Initialize(); /** * * TUTAJ ODBYWA SIE PRZYPISANIE CONTROLSOW * * */ GameInputManager = new InputManager(); GameInputManager.AddAction("BackToMenu"); GameInputManager.AddAction("RepeatLevel"); GameInputManager.AddAction("Pause"); GameInputManager.AddAction("CCW"); GameInputManager.AddAction("CW"); GameInputManager.AddAction("Left"); GameInputManager.AddAction("Right"); GameInputManager["RepeatLevel"].Add(Keys.Enter); GameInputManager["BackToMenu"].Add(Keys.Escape); GameInputManager["Pause"].Add(Keys.P); GameInputManager["CCW"].Add(Keys.Up); GameInputManager["CW"].Add(Keys.Down); GameInputManager["Left"].Add(Keys.Left); GameInputManager["Right"].Add(Keys.Right); // Wysokosci podlogi i platformy floorHeight = 15; platformHeight = 40; highestBodyPosition = 1000; // Ustawienie flag zwyciestwa lub przegranej failFlag = false; lineReached = false; winFlag = false; countDownStarted = false; notStableFlag = false; afterWinProcedureDone = false; pauseFlag = false; // Utworzenie timera ktory bedzie zliczał w doł w przypadku osiagniecia wysokosci, // Czas odliczania to 3 - arg. sec TimeSpan'a CountDownTimer = new TimerGtt(TimerGttModes.COUNTDOWN, new TimeSpan(0, 0, 0, 3, 0)); // Ustawienie defaultowych danych, w calej grze dane są z tej zmiennej brane Settings = new GameSettings(OptionsHandler.blocksFriction, OptionsHandler.blocksBounciness, 0.12f, new Vector2(0.0f, 1.0f), new Vector2(this.GraphicsDevice.Viewport.Width / 2, 40)); // Standardowy "Efekt" do rysowania prymitywów w XNA basicEffect = new BasicEffect(GraphicsDevice); basicEffect.VertexColorEnabled = true; basicEffect.Projection = Matrix.CreateOrthographicOffCenter (0, GraphicsDevice.Viewport.Width, // left, right GraphicsDevice.Viewport.Height, 0, // bottom, top 0, 1); // near, far plane // Stworzenie batchy do rysowania spriteBatch = new SpriteBatch(GraphicsDevice); hudBatch = new SpriteBatch(GraphicsDevice); endingBatch = new SpriteBatch(GraphicsDevice); // Stworzenie kontenera na linie levelu LevelLines = new List<LevelLine>(); // Dodanie linii levelu. LevelLines.Add(new LevelLine(TargetHeight, GraphicsDevice)); // Inicjalizacja świata if (world == null) { world = new World(Settings.gravity); } else { world.Clear(); } if (debugView == null) { debugView = new DebugViewXNA(world); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Controllers); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Joint); debugView.LoadContent(GraphicsDevice, Game.Content); } // Tworzenie podlogi _floor = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(GraphicsDevice.Viewport.Width), ConvertUnits.ToSimUnits(floorHeight), 10f); //_floor.Position = ConvertUnits.ToSimUnits(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - 50); Vector2 posi = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - floorHeight/2); _floor.Position = ConvertUnits.ToSimUnits(posi); _floor.BodyType = BodyType.Static; _floor.IsStatic = true; _floor.Restitution = 0.1f; _floor.Friction = 2.5f; _floor.OnCollision += new OnCollisionEventHandler(CheckFloorCollision); // Tworzenie platformy _platform = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(platformWidth), ConvertUnits.ToSimUnits(platformHeight), 10f); //_platform.Position = ConvertUnits.ToSimUnits(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - 100); Vector2 posi2 = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height - platformHeight/2 - floorHeight); _platform.Position = ConvertUnits.ToSimUnits(posi2); _platform.BodyType = BodyType.Static; _platform.IsStatic = true; _platform.Restitution = 0.1f; _platform.Friction = 5.0f; // Żaden blok nie spada blockOnHisWay = false; // lista bloków leżących na platformie yOfBlocksOnPlatform = new List<float>(); timer = new Timer(1000); timer.Elapsed += new System.Timers.ElapsedEventHandler(timerCallback); timer.Start(); }
public override void LoadContent() { // We add to the GameServices objects that we want to be able to use accross different classes // without having to pass them explicitly every time. GraphicsDevice = GameServices.GetService<GraphicsDevice>(); Content = GameServices.GetService<ContentManager>(); graphics = GameServices.GetService<GraphicsDeviceManager>(); soundManager = GameServices.GetService<SoundManager>(); ScreenManager.AddScreen(RankScreen, null, false); ScreenManager.AddScreen(PauseScreen, null, false); world = new World(new Vector2(0, 0)); GameServices.AddService<World>(world); this.world.ContactManager.PostSolve += new PostSolveDelegate(PostSolve); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create a new track randomRaceTrack = RandomTrack.createTrack(); randomRaceTrack.polygonList = polygonsList; int[] crucialPoints = { 300, 600, 1000 }; Logic = new GameLogic(crucialPoints, randomRaceTrack.curvePointsMiddle.Count); randomRaceTrack.gameLogic = Logic; Logic.DidFinishLap += randomRaceTrack.ResetStickyNotes; mySneezesManager.randomTrack = randomRaceTrack; LoadPaperEffect(); screenRenderer = new ScreenRenderer(); GameServices.AddService<ScreenRenderer>(screenRenderer); Logic.DidEliminateCar += screenRenderer.setSadToPlayer; Logic.DidFinishLap += screenRenderer.setLap; for (int i = 0; i < 4; i++) { Car aCar = new Car(world, Content.Load<Texture2D>("Images/small_car"), Color.White, randomRaceTrack, i, playerIndexes[i]); Cars.Add(aCar); } assetCreator = new AssetCreator(graphics.GraphicsDevice); assetCreator.LoadContent(this.Content); defaultViewport = GraphicsDevice.Viewport; isFullHd=(ScreenManager.preferredHeight!=720); // Single screen mode only cameraFollowing = new Camera(defaultViewport, Vector2.Zero, new Vector2(defaultViewport.Width / 2, defaultViewport.Height / 2), 0.0f, Cars.Count, isFullHd); //ZOOM: //low res: //0.95 for 2 players //0.93 for 3 players //0.91 for 4 players //high res: //0.95 for 4 players GameServices.AddService<Camera>(cameraFollowing); mySneezesManager.camera = cameraFollowing; //generate starting positions and angles int startingPoint = 0; // positionCars(startingPoint); _debugView = new DebugViewXNA(world); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.ContactNormals); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Controllers); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Content); basicVert = new VertexPositionColorTexture[maxNumberOfTriangles]; for (int i = 0; i < maxNumberOfTriangles; i++) basicVert[i].TextureCoordinate = new Vector2(-1); verticesBorders = new VertexPositionColorTexture[randomRaceTrack.curvePointsInternal.Count]; fluid = new Fluid(); fluid.Init(); currentPoses = new Vector2[4]; prevPoses = new Vector2[4]; currentMousePos = new Vector2(100); prevMousePos = new Vector2(0); quad = new QuadRenderComponent(ScreenManager.Game, cameraFollowing, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); ScreenManager.Game.Components.Add(quad); fluidUpdateThread = new Thread(this.UpdateFluid); fluidUpdateThread.Start(); mySneezesManager.fluid = fluid; fluidEffect = Content.Load<Effect>("Shaders/FluidEffect"); fluidEffect.Parameters["random"].SetValue(randomTex); texInk = new Texture2D(graphics.GraphicsDevice, fluid.m_w, fluid.m_h, true, SurfaceFormat.Color); buffer = new RenderTarget2D(GraphicsDevice, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, GraphicsDevice.PresentationParameters.DepthStencilFormat); //gaussian = new GaussianBlur(ScreenManager.Game); }
public void Initialize() { //credits = new Credits(); theView = new DebugViewXNA(theWorld); theView.LoadContent(game.GraphicsDevice, game.Content); circlePlayer = new CirclePlayer(); circlePlayer.Init(); squarePlayer = new SquarePlayer(); squarePlayer.Init(); Texture2D[] textures = new Texture2D[6]; textures[0] = game.Content.Load<Texture2D>("images/WhiteHexagon"); textures[1] = game.Content.Load<Texture2D>("images/WhiteOctagon"); textures[2] = game.Content.Load<Texture2D>("images/WhiteDiamond"); textures[3] = game.Content.Load<Texture2D>("images/WhiteTriangle"); textures[4] = game.Content.Load<Texture2D>("images/WhitePantage"); textures[5] = game.Content.Load<Texture2D>("images/WhiteStar"); //CircleBar = game.Content.Load<Texture2D>("images/Bar/CircleBar"); //SquareBar = game.Content.Load<Texture2D>("images/Bar/SquareBar"); //NeutralBar = game.Content.Load<Texture2D>("images/Bar/NeutralBar"); Random rand = new Random(); enemies = new List<Enemy>(); int j = 0; for (int i = 0; i < maxEnemyNumber; i++) { Enemy enemy = new Enemy(); enemy.Init(i, textures[j]); enemy.Position = new Vector2((float)rand.Next(800), (float)rand.Next(800)); enemies.Add(enemy); j++; if (j > 5) j = 0; } _oldGamePad = GamePad.GetState(PlayerIndex.One); _camera = new camera(game, 0); sb = new SpriteBatch(game.GraphicsDevice); circlePlayer.Position = new Vector2(500, 500); squarePlayer.Position = new Vector2(500, 500); border = new Border(_theWorld, worldsize.X / 2, worldsize.Y / 2, 10.0f); }
/// <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() { // TODO: Add your initialization logic here base.Initialize(); PhysicsConstants.Gravity = Vector2.Zero; EditorProperties.Instance = new EditorProperties() { ShowGridLines = false, GridLineSpacing = 16, EnableSnapping = false, ResolutionX = ResolutionWidth, ResolutionY = ResolutionHeight }; camera = new Camera(Vector2.One, Vector3.Zero); // create default level LevelManager = Container.Resolve<LevelManager>(); LevelManager.LevelLoaded += new LevelLoadedEventHandler( () => { debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); }); LevelManager.GeometryReset += new GeometryResetEventHandler( () => { debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); }); debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); // set up state machine initState = new DefaultEditorState(this, camera, TextureCache); stateMachine = new StateMachine<LevelManager>(initState, LevelManager); initState.StateMachine = stateMachine; Database = Container.Resolve<SQLiteDatabase>(); // this is a hack to activate the game inside a wpf control automatically typeof(Game).GetMethod("HostActivated", BindingFlags.NonPublic | BindingFlags.Instance) .Invoke(this, new object[] { this, null }); }
protected virtual void LevelLoaded() { debugView = new DebugViewXNA(LevelManager.PhysicsManager.World); debugView.LoadContent(GraphicsDevice, Content); }
private void LoadWorld() { ConvertUnits.SetDisplayUnitToSimUnitRatio(64f); world = new World(new Vector2(0, 9.81f)); debugView = new DebugViewXNA(world); debugView.LoadContent(graphics.GraphicsDevice, Content); List<Body> bodies = new List<Body>(); foreach (var objLayer in map.Map.ObjectGroups) { foreach (var obj in objLayer.Objects) { Body body = U.InsertBody(obj, world); body.UserData = new UserData(); bodies.Add(body); } } IterateBodies(bodies); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Initialize camera controls _screenCenter = new Vector2(_graphics.GraphicsDevice.Viewport.Width / 2, _graphics.GraphicsDevice.Viewport.Height / 2); _Camera = new Camera2D(Window.ClientBounds, new Rectangle(0, 0, 2000, 2000)); _Camera.Position = _screenCenter; _batch = new SpriteBatch(_graphics.GraphicsDevice); _font = Content.Load<SpriteFont>(@"GameScreen/Fonts/diagnosticFont"); _World = new World(new Vector2(0, 20)); _Level = new Level("Level 1", _Camera); _Level.LoadContent(_graphics.GraphicsDevice, Content); Layer layer = _Level.AddLayer("Layer 1", Vector2.One); Box box1 = Factory.Instance.AddBox(layer, "Ground", @"General/Textures/FrozenMetalGroundV1[1]", new Vector2(800, 700), 937, 32); box1.Limbs[0].Body.BodyType = FarseerPhysics.Dynamics.BodyType.Static; Body ground = BodyFactory.CreateRectangle(_World, 937 / MeterInPixels, 32 / MeterInPixels, 1); ground.BodyType = BodyType.Static; ground.Position = new Vector2(800, 700) / MeterInPixels; ground.Friction = .5f; for (int i = 0; i <= 5; i++) { Box box2 = Factory.Instance.AddBox(layer, "Box", @"General/Textures/BlueBoxV1[1]", new Vector2(500 + 50 * i, 50), 26, 27); box2.Limbs[0].Body.Restitution = .1f * i; box2.Limbs[0].Body.Mass = 1 + 10 * i; } box = BodyFactory.CreateRectangle(_World, 26 / MeterInPixels, 27 / MeterInPixels, 1); box.BodyType = BodyType.Dynamic; box.Restitution = .5f; //box.Mass = 51; box.Position = new Vector2(900, 50) / MeterInPixels; box.Position = (_screenCenter / MeterInPixels); _debugViewLevel = new DebugViewXNA(_Level.World); _debugViewLevel.Enabled = true; _debugViewLevel.LoadContent(_graphics.GraphicsDevice, Content); _debugView = new DebugViewXNA(_World); _debugView.Enabled = true; _debugView.LoadContent(_graphics.GraphicsDevice, Content); }
public override void LoadContent(ContentManager content, GraphicsDevice graph) { base.LoadContent(content, graph); song = new SoundPlayer(Path.Combine(Environment.CurrentDirectory, "Content/Song/VirginInca.wav")); song.Load(); song.Play(); Settings.UseFPECollisionCategories = true; ConvertUnits.SetDisplayUnitToSimUnitRatio(32f); if (world == null) { world = new World(Vector2.Zero); } else { world.Clear(); } // register world.ContactManager.BeginContact += onBeginContact; world.ContactManager.EndContact += onEndContact; world.ContactManager.PreSolve += onPreSolve; world.ContactManager.PostSolve += onPostSolve; world.Gravity = PhysicsUtils.gravity; camera.viewportWidth = graph.Viewport.Width; camera.viewportHeight = graph.Viewport.Height; camera.zoom = 0.85f; // NOTE: you should probably unregister on destructor or wherever is relevant... if (debugView == null) { debugView = new DebugViewXNA(world); debugView.LoadContent(graph, content); } projection = Matrix.CreateOrthographicOffCenter( 0f, ConvertUnits.ToSimUnits(graph.Viewport.Width), ConvertUnits.ToSimUnits(graph.Viewport.Height), 0f, 0f, 1f ); projectileFactory.LoadContent(this, content); player.LoadContent(world, content, new Vector2(18, 10), this); map.LoadContent(content, world); dynMap.LoadContent(content, world, this); boss = dynMap.boss; mapBack.LoadContent(content); enemies = dynMap.listEnnemy; CollectibleItem item = new CollectibleItem(); /*item.LoadContent(world, new Vector2(1, 1), new Vector2(21, 8), content, CollectibleItemType.AMMO); collectibleItems.Add(item);*/ lifeBarFrame.LoadContent(content, "Graphics/cadre", Color.White, Vector2.Zero); lifeBar.LoadContent(content, "Graphics/Lifebar2", Color.White, Vector2.Zero); projectileBarFrame.LoadContent(content, "Graphics/cadre", Color.White, Vector2.Zero); projectileBar.LoadContent(content, "Graphics/Lifebar2", Color.Purple, Vector2.Zero); }
protected override void Initialize() { //primBatch = new PrimitiveBatch(GraphicsDevice); World = new World(new Vector2(0, 9.81f)); Mathe = new Mathe(); Settings = new Settings(graphics); Camera = new Camera(GraphicsDevice.Viewport, Settings.Widescreen); Contents = new Contents(Content, GraphicsDevice); Debug = new DebugView(Contents,Camera); Objectdatabase = new Objectdatabase(Content); Backgrounddatabase = new Backgrounddatabase(Content); Enemydatabase = new Enemydatabase(Content); Animationsmanager = new Animationsmanager(); Keymanager = new Keymanager(Contents, DebugFlag.Inputstats); Player = new Player(Mathe, Contents, World, DebugFlag.PlayerStats); Cursor = new Cursor(Camera, Keymanager, Contents, Settings); Windowmanager = new Windowmanager(Settings, Cursor, DebugFlag.WindowStats, Contents, GraphicsDevice); DepressionHandler = new DyingHope.DepressionHandler(); Itemmanager = new Itemmanager(Mathe, DepressionHandler, Content, Player); Backgroundmanager = new Backgroundmanager(Player, Backgrounddatabase, DebugFlag.BackgrundStats, Contents); Levermanager = new Levermanager(Contents.Meiryo8, Player, Cursor, Mathe, Animationsmanager, Contents); Objectmanager = new Objectmanager(Objectdatabase, Animationsmanager, Player, (DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)); Enemymanager = new Enemymanager(Objectmanager, Mathe, Content, Enemydatabase, Player); Windowmanager.Windowdatabase = new Windowdatabase(Contents, Player, Inputmanager); Windowmanager.AddWindow(Windowtype.MainMenue); Eventmanager = new Eventmanager(Mathe, Player, Enemymanager, DepressionHandler, Objectmanager, Objectdatabase, Levermanager); Levelmanager = new Levelmanager(Player, Objectmanager, Animationsmanager, Backgroundmanager, Enemymanager, Itemmanager, Levermanager, Eventmanager, Contents); Editor = new Editor(Windowmanager, Enemymanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Contents, Cursor, Player, Keymanager, Levelmanager, Itemmanager, Levermanager); Debugview = new DebugViewXNA(World); Console.WriteLine(((DebugFlag.ObjectInformation | DebugFlag.CollisonShape | DebugFlag.ObjectmanagerStats)& DebugFlag.ObjectmanagerStats)); light = new SoundObjekt(Settings, Contents.Emitter, Contents.Light, new Vector2(3500 - 576, 700), new Vector2(100, 0), 200); rain = new SoundObjekt(Settings, Contents.Emitter, Contents.Rain, new Vector2(6000 - 576, 0), new Vector2(1000, 0), 400); levelTheme = new List<MSong> { new MSong(Contents.StadtAnfang, 0), new MSong(Contents.StadtLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.ParkAnfang, 0), new MSong(Contents.ParkLoop, -1), new MSong(Contents.ParkEnde, 0), new MSong(Contents.SchuleAnfang, 0), new MSong(Contents.SchuleLoop, -1), new MSong(Contents.StadtEnde, 0), new MSong(Contents.MonsterAnfang, 0), new MSong(Contents.MonsterLoop, -1), new MSong(Contents.Ende, 0) }; menueTheme = new List<MSong> { new MSong(Contents.Menue_Theme, 99) }; BackgroundMusic = new BackgroundMusic(Settings, menueTheme); Inputmanager = new Inputmanager(Contents, Camera, Player, Keymanager, Cursor, Enemymanager, Windowmanager, Backgroundmanager, Backgrounddatabase, Objectmanager, Objectdatabase, Eventmanager, Levelmanager, Levermanager, Content, Editor, Debug, DepressionHandler, Mathe, Itemmanager, BackgroundMusic); //Testemitter------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- //testEmitter = new Emitter(new Vector2(3000, 850), DebugFlag.Pertikle); //testEmitter.startParticel = 50; //testEmitter.EmitterAngel = new List<Vector2> { new Vector2(180, 180) }; //testEmitter.EmitterRange = new Vector2(1000, 50); //testEmitter.EmitterMaxParticel = 100; //testEmitter.EmitterUpdate = 100f; //testEmitter.EmitterTexture = Contents.Emitter; //testEmitter.ParticelStayOnMax = new Vector2(0, 0); //testEmitter.ParticelLifeDrain = new Vector2(1, 1); //testEmitter.ParticelLifeTime = new Vector2(5000f, 50000f); //testEmitter.ParticelSize = new Vector2(0.1f, 0.5f); //testEmitter.ParticelTexture = new List<Texture2D> { Contents.Nebel, Contents.Nebel2 }; //testEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //testEmitter.PerticelPower = new Vector2(0.50f, 0.8f); //testEmitter.particelNeverDie = false; //testEmitter.spawnprofile = Spawnprofile.FadeIn; //testEmitter.bewegungsprofil = Bewegungsprofile.Linear; //testEmitter.Start(); //rainEmitter = new Emitter(new Vector2(6000, -10), DebugFlag.Pertikle); //rainEmitter.startParticel = 0; //rainEmitter.particelPerUpdate = new Vector2(1, 100); //rainEmitter.EmitterAngel = new List<Vector2> { new Vector2(270, 270) }; //rainEmitter.EmitterRange = new Vector2(1000, 0); //rainEmitter.EmitterMaxParticel = 60000; //rainEmitter.EmitterUpdate = 10f; //rainEmitter.EmitterTexture = Contents.Emitter; //rainEmitter.ParticelStayOnMax = new Vector2(0, 0); //rainEmitter.ParticelLifeDrain = new Vector2(1, 1); //rainEmitter.ParticelLifeTime = new Vector2(500f, 2000f); //rainEmitter.ParticelSize = new Vector2(0.5f, 1.5f); //rainEmitter.ParticelTexture = new List<Texture2D> { Contents.Rain1 }; //rainEmitter.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); //rainEmitter.PerticelPower = new Vector2(10.50f, 20.8f); //rainEmitter.particelNeverDie = false; //rainEmitter.spawnprofile = Spawnprofile.Instant; //rainEmitter.bewegungsprofil = Bewegungsprofile.Linear; //rainEmitter.Start(); menue = new Emitter(new Vector2(GraphicsDevice.Viewport.Width / 2, (GraphicsDevice.Viewport.Height / 2)+20), DebugFlag.Pertikle); menue.startParticel = 0; menue.particelPerUpdate = new Vector2(1, 5); menue.EmitterAngel = new List<Vector2> { new Vector2(0, 360) }; menue.EmitterRange = new Vector2(250, 50); menue.EmitterMaxParticel = 6000; menue.EmitterUpdate = 100f; menue.EmitterTexture = Contents.Emitter; menue.ParticelStayOnMax = new Vector2(0, 100); menue.ParticelLifeDrain = new Vector2(1, 1); menue.ParticelLifeTime = new Vector2(1000f, 3000f); menue.ParticelSize = new Vector2(0.065f, 0.09f); menue.ParticelTexture = new List<Texture2D> { Contents.Partikel1, Contents.Partikel2, Contents.Partikel3 }; menue.Origin = new Vector2(Contents.Emitter.Width / 2, Contents.Emitter.Height / 2); menue.PerticelPower = new Vector2(0.2f, 0.9f); menue.particelNeverDie = false; menue.spawnprofile = Spawnprofile.FadeIn; menue.bewegungsprofil = Bewegungsprofile.LinearRandom; menue.Start(); //Debug------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Debug.Add(Player); Debug.Add(Objectmanager); Debug.Add(Keymanager); Debug.Add(Backgroundmanager); Debug.Add(Windowmanager); Debug.Add(DepressionHandler); //Debug.Add(testEmitter); //Debug.AppendFlag(DebugFlag.PlayerStats, false); //Debug.AppendFlag(DebugFlag.ObjectmanagerStats,false); //Debug.AppendFlag(DebugFlag.ObjectInformation, true); //Debug.AppendFlag(DebugFlag.CollisonShape, true); Debugview.DebugPanelPosition = new Vector2(500, 100); Debugview.AppendFlags(DebugViewFlags.DebugPanel); Debugview.LoadContent(GraphicsDevice, Content); base.Initialize(); }