Esempio n. 1
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 public Component(Engine engine)
 {
     Engine = engine;
     Disposed = false;
     Visible = true;
     drawOrder = 0;
 }
Esempio n. 2
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        public PlayerEnemy(Engine engine, Vector2 position)
            : base(engine, position)
        {
            DrawOrder = (int)Global.Layers.Player;
            Health = 100;

            deathAnimation = new Animation(engine, @"Miscellaneous\Explosion", 512, 512, 3, 4, 9, 20, Global.Animations.PlayOnce);
            deathAnimation.DrawOrder = int.MaxValue - 1;
            deathAnimation.Scale = 0.3f;

            PhysicsComponent = new EnemyPlayerPhysicsComponent(Engine, position);
            PhysicsComponent.MainFixture.Body.LinearDamping = 2.0f;
            PhysicsComponent.MainFixture.OnCollision += EnemyOnCollision;
            PhysicsComponent.WheelFixture.OnCollision += EnemyOnCollision;
            enemyPhysicsComponent = PhysicsComponent;

            airMovementForce = new Vector2(1.0f, 0.0f);
            airMovementWindow = 3000.0d;
            bullets = new List<Bullet>();
            bulletTimer = double.MaxValue / 2;
            releasedFire = true;
            groundCache = new List<Fixture>();
            wallCache = new List<Fixture>();

            Position = position;

            light = new Light(engine);
            light.Color = Color.White;
            light.Fov = MathHelper.TwoPi;
            light.Position = position;
            light.Range = 250;
            light.ShadowType = Krypton.Lights.ShadowType.Illuminated;

            PhysicsComponent = new EnemyPlayerPhysicsComponent(Engine, position);

            PhysicsComponent.WheelFixture.OnCollision += PlayerEnemyOnCollision;
            PhysicsComponent.WheelFixture.OnSeparation += PlayerEnemyOnSeparation;

            // load visuals
            playerEnemyArmShootingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyArmShootingRight");
            playerEnemyArmShootingRight.DrawOrder = DrawOrder;
            playerEnemyStandingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyStandingRight");
            playerEnemyStandingRight.DrawOrder = DrawOrder;
            playerEnemyCrouchingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyCrouchingRight");
            playerEnemyCrouchingRight.DrawOrder = DrawOrder;
            playerEnemyJumpingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyJumpingRight");
            playerEnemyJumpingRight.DrawOrder = DrawOrder;
            playerEnemyFallingRight = new Sprite(engine, @"Characters\PlayerEnemy\EnemyFallingRight");
            playerEnemyFallingRight.DrawOrder = DrawOrder;
            playerEnemyWalkingRight = new Animation(engine, @"Characters\PlayerEnemy\EnemyWalkingRight", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerEnemyWalkingRight.DrawOrder = DrawOrder;

            random = new Random();

            Engine.AddComponent(this);
        }
Esempio n. 3
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        public Light(Engine engine)
            : base(engine)
        {
            light = new Light2D();

            light.Texture = Engine.Lighting.PointLightTexture;

            Engine.Lighting.Krypton.Lights.Add(light);

            Engine.AddComponent(this);
        }
Esempio n. 4
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        /// <summary>
        /// Loads and manages maps.
        /// </summary>
        /// <param name="game">Game reference.</param>
        /// <param name="mapPath">The relative path to the map.</param>
        public Level(Engine engine, string mapPath)
            : base(engine)
        {
            mapFilePath = mapPath;
            Enemies = new List<Enemy>();
            Lights = new List<EffectLight>();
            levelParticleEffects = new List<ParticleEffectComponent>();

            DrawOrder = (int)Global.Layers.Background;

            Engine.AddComponent(this);
        }
        public ParticleEffectComponent(Engine engine, string effectName, Vector2 initialPosition)
            : base(engine)
        {
            DrawParticleEffect = true;
            particleEffectName = effectName;
            this.Position = initialPosition;

            particleEffect = Engine.Content.Load<ParticleEffect>(@"ParticleEffects\" + particleEffectName);
            particleEffect.LoadContent(Engine.Content);
            particleEffect.Initialise();

            DrawOrder = int.MaxValue - 1;

            Engine.AddComponent(this);
        }
Esempio n. 6
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 /// <summary>
 /// Constructs a new instance of krypton
 /// </summary>
 /// <param name="game">Your game object</param>
 /// <param name="effectAssetName">The asset name of Krypton's effect file, which must be included in your content project</param>
 public KryptonEngine(Engine engine, string effectAssetName)
     : base(engine)
 {
     this.mEffectAssetName = effectAssetName;
 }
Esempio n. 7
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 public GravityLight(Engine engine, float gravityValue)
     : base(engine)
 {
     this.gravityValue = gravityValue;
     gravityVector = new Vector2(0.0f, gravityValue);
 }
Esempio n. 8
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 public NullLight(Engine engine, List<EffectLight> worldLights)
     : base(engine)
 {
     WorldLights = worldLights;
 }
 public MovingPlatformPhysicsComponent(Engine engine, List<Vector2> gameWorldPositionList, float speed)
     : base(engine)
 {
 }
Esempio n. 10
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        public Player(Engine engine, Vector2 position)
            : base(engine)
        {
            DrawOrder = (int)Global.Layers.Player;
            Health = 100;

            airMovementForce = new Vector2(1.0f, 0.0f);
            airMovementWindow = 3000.0d;
            bullets = new List<Bullet>();
            bulletTimer = double.MaxValue / 2;
            bloomSettings = BloomSettings.PresetSettings[0];
            releasedFire = true;
            groundCache = new List<Fixture>();
            wallCache = new List<Fixture>();

            Position = position;

            AudioListener = new AudioListener();
            AudioListener.Position = new Vector3(Position, 0);

            light = new Light(engine);
            light.Color = Color.White;
            light.Fov = MathHelper.TwoPi;
            light.Position = position;
            light.Range = 250;
            light.ShadowType = Krypton.Lights.ShadowType.Illuminated;

            PhysicsComponent = new PlayerPhysicsComponent(Engine, position);

            PhysicsComponent.WheelFixture.OnCollision += PlayerOnCollision;
            PhysicsComponent.WheelFixture.OnSeparation += PlayerOnSeparation;

            // load visuals
            playerArmShootingRight = new Sprite(engine, @"Characters\Player\PlayerArmShootingRight");
            playerArmShootingRight.DrawOrder = DrawOrder;
            playerStandingRight = new Sprite(engine, @"Characters\Player\PlayerStandingRight");
            playerStandingRight.DrawOrder = DrawOrder;
            playerArmStandingRight = new Sprite(engine, @"Characters\Player\PlayerArmStanding");
            playerArmStandingRight.DrawOrder = DrawOrder + 1;
            playerCrouchingRight = new Sprite(engine, @"Characters\Player\PlayerCrouchingRight");
            playerCrouchingRight.DrawOrder = DrawOrder;
            playerArmCrouchingRight = new Sprite(engine, @"Characters\Player\PlayerArmCrouchingRight");
            playerArmCrouchingRight.DrawOrder = DrawOrder + 1;
            playerJumpingRight = new Sprite(engine, @"Characters\Player\PlayerJumpingRight");
            playerJumpingRight.DrawOrder = DrawOrder;
            playerFallingRight = new Sprite(engine, @"Characters\Player\PlayerFallingRight");
            playerFallingRight.DrawOrder = DrawOrder;
            playerArmAirRight = new Sprite(engine, @"Characters\Player\PlayerArmAirRight");
            playerArmAirRight.DrawOrder = DrawOrder;
            playerWalkingRight = new Animation(engine, @"Characters\Player\PlayerWalkingRight", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerWalkingRight.DrawOrder = DrawOrder;
            playerFrontArmWalkingRight = new Animation(engine, @"Characters\Player\PlayerFrontArm", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerFrontArmWalkingRight.DrawOrder = DrawOrder + 1;
            playerBackArmWalkingRight = new Animation(engine, @"Characters\Player\PlayerBackArm", 88, 132, 2, 4, 8, 4, Global.Animations.Repeat);
            playerBackArmWalkingRight.DrawOrder = DrawOrder;

            deathAnimation = new Animation(engine, @"Miscellaneous\Explosion", 512, 512, 3, 4, 9, 20, Global.Animations.PlayOnce);
            deathAnimation.Scale = 0.3f;
            deathAnimation.DrawOrder = int.MaxValue - 1;

            Engine.AddComponent(this);
        }