Esempio n. 1
0
    static void Main( string[] args )
    {
        Sce.PlayStation.Core.Graphics.GraphicsContext context = new Sce.PlayStation.Core.Graphics.GraphicsContext();

        uint sprites_capacity = 500;

        // maximum number of vertices that can be used in debug draws
        uint draw_helpers_capacity = 400;

        // initialize GameEngine2D's singletons, passing context from outside
        Director.Initialize( sprites_capacity, draw_helpers_capacity, context );

        Director.Instance.GL.Context.SetClearColor( Colors.Grey20 );

        // set debug flags that display rulers to debug coordinates
        Director.Instance.DebugFlags |= DebugFlags.DrawGrid;
        // set the camera navigation debug flag (press left alt + mouse to navigate in 2d space)
        Director.Instance.DebugFlags |= DebugFlags.Navigate;

        //var scene = new MapTestScene();
        //var scene = new GamePlayScene();
        var scene = new TitleScene();
        // set the camera so that the part of the word we see on screen matches in screen coordinates
        scene.Camera.SetViewFromViewport();

        Director.Instance.RunWithScene( scene, true );

        while (true )
        {
            Sce.PlayStation.Core.Environment.SystemEvents.CheckEvents();

            #if EXTERNAL_INPUT

            // it is not needed but you can set external input data if you want

            List<TouchData> touch_data_list = Touch.GetData(0);
            Input2.Touch.SetData( 0, touch_data_list );

            GamePadData pad_data = GamePad.GetData(0);
            Input2.GamePad.SetData( 0, pad_data );

            #endif // #if EXTERNAL_INPUT

            Director.Instance.Update();
            Director.Instance.Render();
            Director.Instance.GL.Context.SwapBuffers();
            Director.Instance.PostSwap();
        }
        Director.Terminate();

        //System.Console.WriteLine( "Bye!" );
    }
        /// <summary>GraphicsContextAlpha constructor.</summary>
        public GraphicsContextAlpha( Sce.PlayStation.Core.Graphics.GraphicsContext context = null )
        {
            m_context = context;
            m_context_must_be_disposed = false;

            if ( m_context == null )
            {
                m_context = new Sce.PlayStation.Core.Graphics.GraphicsContext();
                m_context_must_be_disposed = true; // this class takes ownership of m_context
            }

            ModelMatrix = new MatrixStack(16);
            ViewMatrix = new MatrixStack(16);
            ProjectionMatrix = new MatrixStack(8);
            m_white_texture = CreateTextureUnicolor( 0xffffffff );
            m_white_texture_info = new TextureInfo( m_white_texture );
            DebugStats = new DebugStats_();
        }
Esempio n. 3
0
        public static void Main(string[] args)
        {
            Sce.PlayStation.Core.Graphics.GraphicsContext
             		context = new Sce.PlayStation.Core.Graphics.GraphicsContext();
                        uint sprites_capacity = 500;
            uint draw_helpers_capacity=400;

            System.Random rand = new System.Random();
                Director.Initialize(sprites_capacity,
                                draw_helpers_capacity, context);
            Director.Instance.GL.Context.SetClearColor(Colors.Grey20);

            var scene = new Scene();
            scene.Camera.SetViewFromViewport();

            Director.Instance.RunWithScene(scene,true);
            _physics = new GamePhysics();
            holder = new Node();

            var _screenWidth = Director.Instance.GL.Context.GetViewport().Width;
            var _screenHeight = Director.Instance.GL.Context.GetViewport().Height;
            currentLevelData = LevelData.LEVEL_DATA[0];
            cards = new Card[currentLevelData.Length];
            for (int i = 0; i < cards.Length; i++) {
                Vector2 start_pos = new Vector2(50f + 0.75f * _screenWidth * (float)rand.NextDouble(), 50f + 0.75f * _screenHeight * (float)rand.NextDouble ());
                cards[i] = new Card(_physics.addCardPhysics(start_pos), currentLevelData[i]);

                holder.AddChild (cards[i]);
            }

            scene.AddChild(holder);

            //cubeFaces = new SpriteSingleton();
            cubeFaces = SpriteSingleton.getInstance();
            sprite = cubeFaces.Get("topSide");
            sprite.Name = "topSide";
            sprite2 = cubeFaces.Get ("leftSide");
            sprite2.Name = "leftSide";
            sprite3 = cubeFaces.Get("rightSide");
            sprite3.Name = "rightSide";

            Vector2 vectHolder = sprite2.CalcSizeInPixels();
            sprite3.Position = new Vector2(vectHolder.X-84, sprite3.Position.Y);
            sprite.Position = new Vector2(vectHolder.X/4, (sprite.Position.Y + vectHolder.X/2)-12);
            //sprite3.Position = new Vector2(sprite2.Position.Length,
            //                               sprite2.Position.Y);
            //sprite.Position = scene.Camera.CalcBounds().Center;
            //sprite.CenterSprite();
            //sprite.Scale = new Vector2(1,1);

            cube3 = new Node();
            cube3.AddChild(sprite);
            cube3.AddChild(sprite2);
            cube3.AddChild(sprite3);
            scene.AddChild(cube3);

            //pink
            //sprite.RunAction(new TintTo (new Vector4(0.96f,0.88f,0.88f,1.0f),0.1f));
            //red
            //sprite.RunAction(new TintTo (new Vector4(0.90f,0.075f,0.075f,1.0f),0.1f));

            var spriteName="topSide";
            sprite.TileIndex2D = cubeFaces.Get (spriteName).TileIndex2D;
            Console.WriteLine(sprite.TileIndex2D);
            //teal
            //sprite.RunAction(new TintTo (new Vector4(0.16f,0.88f,0.88f,1.0f),0.1f));

            var cube = new Cube();
            cube.card1("red");
            cube.card2 ("blue");
            cube.card3("blue");

                while(!Input2.GamePad0.Cross.Press)
            {
                var vect = new Vector2(cube3.Position.X +10, cube3.Position.Y +3);
                cube3.Position = vect;
                Sce.PlayStation.Core.Environment.SystemEvents.CheckEvents();
                Director.Instance.Update();
                Director.Instance.Render();
                Director.Instance.GL.Context.SwapBuffers();
                Director.Instance.PostSwap();
                    cube.testCube();

            }
        }
Esempio n. 4
0
        public static Scene Init()
        {
            // create our own context
            Sce.PlayStation.Core.Graphics.GraphicsContext context = new Sce.PlayStation.Core.Graphics.GraphicsContext();

            // maximum number of sprites you intend to use (not including particles)
            uint sprites_capacity = 500;

            // maximum number of vertices that can be used in debug draws
            uint draw_helpers_capacity = 400;

            // initialize GameEngine2D's singletons, passing context from outside
            Director.Initialize(sprites_capacity, draw_helpers_capacity, context);

            Director.Instance.GL.Context.SetClearColor(setBackgroundColor);

            // set debug flags that display rulers to debug coordinates
//		Director.Instance.DebugFlags |= DebugFlags.DrawGrid;
            // set the camera navigation debug flag (press left alt + mouse to navigate in 2d space)
            Director.Instance.DebugFlags |= DebugFlags.Navigate;

            // create a new scene
            var scene = new Scene();

            // set the camera so that the part of the word we see on screen matches in screen coordinates
            scene.Camera.SetViewFromViewport();

            // handle the loop ourself
            Director.Instance.RunWithScene(scene, true);

            // Set up LuaInterface
            lua = new Lua();
            lua.NewTable("love");
            ((LuaTable)lua["love"])["load"]   = null;
            ((LuaTable)lua["love"])["draw"]   = null;
            ((LuaTable)lua["love"])["update"] = null;
            ((LuaTable)lua["love"])["quit"]   = null;

            // Register C# keyboard functions
            lua.NewTable("love.keyboard");
            lua.RegisterFunction("love.keyboard.isDown", null, typeof(Graphics).GetMethod("love_keyboard_isDown"));
            // NEW API ONLY FOR THIS PORT
            lua.NewTable("love.touch");
            // Register C# function
            lua.RegisterFunction("love.touch.getPos", null, typeof(Graphics).GetMethod("love_touch_getpos"));

            // Register C# audio functions
            lua.NewTable("love.audio");

            // Register C# graphic functions
            lua.NewTable("love.graphics");
            lua.RegisterFunction("love.graphics.setCaption", null, typeof(Graphics).GetMethod("love_graphics_setCaption"));
            lua.RegisterFunction("love.graphics.newImage", null, typeof(Graphics).GetMethod("love_graphics_newImage"));
            lua.RegisterFunction("love.graphics.setColor", null, typeof(Graphics).GetMethod("love_graphics_setColor"));
            lua.RegisterFunction("love.graphics.setBackgroundColor", null, typeof(Graphics).GetMethod("love_graphics_setBackgroundColor"));
            lua.RegisterFunction("love.graphics.rectangle", null, typeof(Graphics).GetMethod("love_graphics_rectangle"));
            lua.RegisterFunction("love.graphics.newQuad", null, typeof(Graphics).GetMethod("love_graphics_newQuad"));
            lua.RegisterFunction("love.graphics.draw", null, typeof(Graphics).GetMethod("love_graphics_draw", new Type[] { typeof(TextureInfo), typeof(float), typeof(float), typeof(float), typeof(float), typeof(float), typeof(float), typeof(float) }));
            lua.RegisterFunction("love.graphics.drawq", null, typeof(Graphics).GetMethod("love_graphics_drawq"));

            // Read Lua file
            lua.DoFile("/Application/assets/main.lua");

            return(scene);
        }
Esempio n. 5
0
 internal GraphicsCaps(GraphicsContext graphics)
 {
     PsmGraphicsContext.GetCaps(graphics.handle, out this.state);
 }