public override void CreateScene() { Scene = SceneMgr.CreateScene("Scene system"); var layer = Scene.CreateLayer("Scene system"); new SceneSystemDemo(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Input"); var layer = Scene.CreateLayer("Input"); new InputDemo(layer); }
public SceneSystemDemo(Layer layer) : base(layer) { // Creating new scene. _testScene = SceneMgr.CreateScene("SceneDemoDummy"); var mainLayer = _testScene.CreateLayer("main"); var backgroundLayer = _testScene.CreateLayer("background"); // Update and Draw events will be executed for this layer first. // This can be counter-intuitive, but this will put the layer on the back. // Because it is being drawn first, everything else will be drawn on top of it. backgroundLayer.Priority = 999; // Applying a shader to the thingy. backgroundLayer.PostprocessorEffects.Add(ResourceHub.GetResource <Effect>("Effects", "Seizure")); // See ECDemo to learn how those work. new Player(mainLayer, new Vector2(400, 300)); // Player will not draw lines to these bots, because they are on a different layer. for (var i = 0; i < 10; i += 1) { var bot = new Bot(backgroundLayer); var position = bot.GetComponent <PositionComponent>(); position.Position = new Vector2(ECDemoFactory.Random.Next(100, 700), ECDemoFactory.Random.Next(100, 500)); } // Player will draw lines to these bots, because they are on the same layer. for (var i = 0; i < 5; i += 1) { var bot = new Bot(mainLayer); var position = bot.GetComponent <PositionComponent>(); position.Position = new Vector2(ECDemoFactory.Random.Next(100, 700), ECDemoFactory.Random.Next(100, 500)); } }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Tiled"); var layer = Scene.CreateLayer("Tiled"); new TiledDemo(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Utilities"); var layer = Scene.CreateLayer("Utilities"); new UtilsDemo(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Sprites"); var layer = Scene.CreateLayer("Sprites"); new VertexBatchTest(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Sprites"); var layer = Scene.CreateLayer("Sprites"); new SpriteDemo(layer); }
public static Entity WakeUp() { if (_awaken) { return(null); } Console.WriteLine("You woke up the foxe and she immediately sneaked out of sight."); Console.WriteLine("Maybe it wasn't such a good idea?"); _awaken = true; if (!SceneMgr.TryGetScene("foxeDen", out Scene foxeDen)) { foxeDen = SceneMgr.CreateScene("foxeDen"); } if (!foxeDen.TryGetLayer("foxeHole", out Layer foxeRoom)) { foxeRoom = foxeDen.CreateLayer("foxeHole"); } new Foxe(foxeRoom); return(new Entity(SceneMgr.GetScene("default")["default"])); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Primitives"); var layer = Scene.CreateLayer("Primitives"); new PrimitiveDemo(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Entity Component System"); var layer = Scene.CreateLayer("Entity Component System"); for (var i = 0; i < 20; i += 1) { var bot = Entity.CreateFromTemplate(layer, "Bot"); var position = bot.GetComponent <PositionComponent>(); position.Position = new Vector2(Random.Next(100, 700), Random.Next(100, 500)); } new Player(layer, new Vector2(400, 300)); new ECSDemo(layer); }
public override void CreateScene() { Scene = SceneMgr.CreateScene("Entity Component"); var layer = Scene.CreateLayer("Entity Component"); for (var i = 0; i < 20; i += 1) { var bot = Entity.CreateFromTemplate(layer, "Bot"); var position = bot.GetComponent <PositionComponent>(); position.Position = new Vector2(Random.Next(100, 700), Random.Next(100, 500)); } var player = new Player(layer, new Vector2(400, 300)); // Now player will be drawn below all the bots, even though he was created last. // Reaordering puts him on the top of entity list. layer.ReorderEntityToTop(player); //layer.ReorderEntityToBottom(player); // Will have no effect. //layer.ReorderEntity(player, 2); // Player will be updated and drawn only after two entities above him. new ECDemo(layer); }