Esempio n. 1
0
        /// <summary>
        /// Update the resolution scale for all inworld entities/lvl/layers
        /// </summary>
        public void UpdateResolution(int width, int height, ResolutionState res)
        {
            switch (CResolution = res)
            {
            case ResolutionState.R1280x720: ResScale = 1; break;

            case ResolutionState.R1600x900: ResScale = 1.25f; break;

            case ResolutionState.R1920x1080: ResScale = 1.5f; break;
            }

            foreach (var entity in Entities)
            {
                entity.ResScale = ResScale * entity.Scale;
            }

            FWidth  = width;
            FHeight = height;
            var frameW = width * 0.5f;
            var frameH = height * 0.5f;

            Services.Camera.Origin   = new Vector2(frameW, frameH);
            Services.Camera.viewport = CoreGame.GraphicsDevice.Viewport;

            LVLManager.UpdateScale(ResScale, new Vector2(frameW, frameH), CoreGame.GraphicsDevice.Viewport);
        }
Esempio n. 2
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 public void Unload()
 {
     PLManager.Unload();
     //SManager.UnloadContent();
     LVLManager.Unload();
     AUManager.Unload();
 }
Esempio n. 3
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        /// <summary>
        /// Draw all entities (except player) in the world
        /// </summary>
        public void DrawLVLEntities(GameTime gameTime, SpriteBatch batcher)
        {
            foreach (var entity in Entities)
            {
                if (entity.GetType() != typeof(Character))
                {
                    entity.Draw(gameTime, batcher);
                }
            }

            LVLManager.EndDrawLastLayer(batcher);
        }
Esempio n. 4
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        // Got all services!
        public void Initialize(ContentManager content, GraphicsDevice graphdev, int frameWidth, int frameHeight)
        {
            this.GraphDev = graphdev;
            SManager      = ScreenManager.Instance;
            LManager      = LoadManager.Instance;
            LManager.Initialize(content, GraphDev.Viewport);
            AUManager = AudioManager.Instance;
            IOHandler = InputHandler.Instance;
            PLManager = PipelineManager.Instance;
            PLManager.Initialize(content);
            LVLManager = LevelManager.Instance;
            LVLManager.Initialize();

            Camera          = new Camera(GraphDev.Viewport);
            Camera.Position = new Vector2(0f, frameWidth / 2);
            Camera.Zoom     = 1.0f;

            IsInitialized = true;
        }
Esempio n. 5
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 /// <summary>
 /// Draw front layers of the level
 /// </summary>
 public virtual void DrawLVLFront(GameTime gameTime, SpriteBatch batcher)
 {
     LVLManager.DrawSpecific(batcher,
                             new Vector2(Services.Camera.Position.X + FWidth, Services.Camera.Position.X - FWidth / 2),
                             LevelState.FRONT_NOT_EFFECTED, LevelState.FRONT_NOT_EFFECTED);
 }
Esempio n. 6
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 /// <summary>
 /// Draw back and middle layers of the level
 /// </summary>
 public virtual void DrawLVLBack(GameTime gameTime, SpriteBatch batcher)
 {
     LVLManager.DrawSpecific(batcher,
                             new Vector2(Services.Camera.Position.X + FWidth, Services.Camera.Position.X),
                             LevelState.BACKGROUND | LevelState.BACK | LevelState.MIDDLE, LevelState.NONE);
 }
Esempio n. 7
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        public virtual void Update(GameTime gameTime)
        {
            // Check for the need in spawner
            if (EntitiesToAdd.Count != 0)
            {
                Spawner();
            }

            // Updates all entities in world
            foreach (var entity in Entities)
            {
                var oldEntityPosition = entity.WPosition;
                entity.Update(gameTime);

                if (entity.IsGrounded)
                {
                    continue;
                }

                entity.IsOnPlatform = false;

                foreach (var platform in Platforms)
                {
                    if (entity.BoundingBox.Intersects(platform.BoundingBox))
                    {
                        if (entity.BoundingBox.Bottom > platform.BoundingBox.Top)
                        {
                            entity.IsOnPlatform = true;
                        }
                    }
                }
            }

            CamInput();

            // Move camera position
            Services.Camera.LookAt(Player.WPosition);

            /// Update lvl/Layers Cameras prespective
            LVLManager.Update(Player.WPosition, (int)Player.WPosition.X, FWidth / 2 + FWidth / (int)CResolution);

            // Collide all entities
            foreach (var a in Entities)
            {
                foreach (var b in Entities)
                {
                    if (!ReferenceEquals(a, b))
                    {
                        if (a.BoundingBox.Intersects(b.BoundingBox))
                        {
                            a.Touch(b);
                            if (a is Projectile && b is Entity)
                            {
                                b.Kill(b);
                            }
                            if (b is Projectile && a is Entity)
                            {
                                a.Kill(a);
                            }
                        }
                    }
                }
            }

            Entities.RemoveAll(e => EntitiesToKill.Contains(e));
            EntitiesToKill.Clear();
        }