private void SpawnCrate() { DrawablePhysicsObject crate; crate = new DrawablePhysicsObject(World, BoxTexture, new Vector2(50.0f, 50.0f), 5f); crate.Position = new Vector2(Random.Next(50, GraphicsDevice.Viewport.Width - 50), 1); CrateList.Add(crate); }
private void SpawnCrate() { DrawablePhysicsObject crate; crate = new DrawablePhysicsObject(world, Content.Load <Texture2D>("wooden"), new Vector2(50.0f, 50.0f), 0.1f); crate.Position = new Vector2(random.Next(50, GraphicsDevice.Viewport.Width - 50), 1); crateList.Add(crate); }
/// <summary> /// Spawn a crate at a random position at the top of the screen /// </summary> private void SpawnCrate() { DrawablePhysicsObject crate; crate = new DrawablePhysicsObject(world, Content.Load <Texture2D>("White"), new Vector2(1.0f, 1.0f), 0.1f); crate.Position = new Vector2(playerObj.Position.X, playerObj.Position.Y); if (playerObj.Facing == "right") { Vector2 targetPos = new Vector2(playerObj.Position.X + 100, random.Next(0, GraphicsDevice.Viewport.Height)); } crateList.Add(crate); }
/// <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); world = new World(new Vector2(0, 9.8f)); random = new Random(); floor = new DrawablePhysicsObject(world, Content.Load <Texture2D>("Floor"), new Vector2(GraphicsDevice.Viewport.Width, 100.0f), 1000); floor.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 50); floor.body.BodyType = BodyType.Static; crateList = new List <DrawablePhysicsObject>(); prevKeyboardState = new KeyboardState(); // TODO: use this.Content to load your game content here }
protected override void LoadContent() { CrepLightList.Add(new CrepuscularLight() { Position = new Vector2(1280 / 2, 720 / 2), Decay = 0.9999f, Exposure = 0.23f, Density = 0.826f, Weight = 0.358767f }); CrepLightList.Add(new CrepuscularLight() { Position = new Vector2(1280 / 2, 720 / 2), Decay = 0.9999f, Exposure = 0.23f, Density = 0.826f, Weight = 0.358767f }); //for (int i = 0; i < 5; i++) //{ // CrepLightList.Add(new CrepuscularLight() // { // Position = new Vector2(Random.Next(0, 1280), Random.Next(0, 720)), // Decay = 0.9999f, // Exposure = 0.23f, // Density = 0.826f, // Weight = 0.358767f // }); //} HitEffectParticle = Content.Load <Texture2D>("HitEffectParticle"); Glowball = Content.Load <Texture2D>("Glowball"); Buffer2 = new RenderTarget2D(GraphicsDevice, 1280, 720, false, SurfaceFormat.Rgba64, DepthFormat.None, 1, RenderTargetUsage.PreserveContents); Buffer1 = new RenderTarget2D(GraphicsDevice, 1280, 720); OcclusionMap = new RenderTarget2D(GraphicsDevice, 1280, 720); EmissiveMap = new RenderTarget2D(GraphicsDevice, 1280, 720); BlurMap = new RenderTarget2D(GraphicsDevice, 1280, 720); ColorMap = new RenderTarget2D(GraphicsDevice, 1280, 720); NormalMap = new RenderTarget2D(GraphicsDevice, 1280, 720); LightMap = new RenderTarget2D(GraphicsDevice, 1280, 720, false, SurfaceFormat.Rgba64, DepthFormat.None, 8, RenderTargetUsage.PreserveContents); FinalMap = new RenderTarget2D(GraphicsDevice, 1280, 720); SpecMap = new RenderTarget2D(GraphicsDevice, 1280, 720); CrepLightMap = new RenderTarget2D(GraphicsDevice, 1280, 720); CrepColorMap = new RenderTarget2D(GraphicsDevice, 1280, 720); DepthMap = new RenderTarget2D(GraphicsDevice, 1280, 720); ShadowMap = new RenderTarget2D(GraphicsDevice, 1280, 720);//, false, SurfaceFormat.Rgba64, DepthFormat.None, 8, RenderTargetUsage.PreserveContents); BasicEffect = new BasicEffect(GraphicsDevice); BasicEffect.Projection = Matrix.CreateOrthographicOffCenter(0, 1280, 720, 0, 0, 1); BasicEffect.VertexColorEnabled = true; DepthEffect = Content.Load <Effect>("Depth"); DepthEffect.Parameters["Projection"].SetValue(Projection); spriteBatch = new SpriteBatch(GraphicsDevice); Sprite = Content.Load <Texture2D>("Sprite"); CrepuscularLightTexture = Content.Load <Texture2D>("Flare1"); HealDrone = Content.Load <Texture2D>("HealDrone"); HealDroneNormal = Content.Load <Texture2D>("HealDroneNormal"); HealDroneEmissive = Content.Load <Texture2D>("HealDroneEmissive"); BoxTexture = Content.Load <Texture2D>("Box"); Laser = Content.Load <Texture2D>("Beam"); SolidList.Add(new Solid(BoxTexture, new Vector2(400, 300), new Vector2(80, 80))); SolidList.Add(new Solid(BoxTexture, new Vector2(100, 250), new Vector2(50, 20))); SolidList.Add(new Solid(BoxTexture, new Vector2(500, 400), new Vector2(120, 40))); SolidList.Add(new Solid(BoxTexture, new Vector2(1000, 500), new Vector2(70, 80))); for (int i = 0; i < 40; i++) { SolidList.Add(new Solid(BoxTexture, new Vector2(150 + (24 * i), 250), new Vector2(4, 32))); } SpriteList.Add(new Sprite(HealDrone, new Vector2(1280 / 2 - 32, 720 / 2 - 32), HealDroneNormal, HealDroneEmissive)); SpriteList.Add(new Sprite(HealDrone, new Vector2(100, 100), HealDroneNormal, HealDroneEmissive)); SpriteList.Add(new Sprite(HealDrone, new Vector2(800, 500), HealDroneNormal, HealDroneEmissive)); BlurEffect = Content.Load <Effect>("Blur"); LightCombined = Content.Load <Effect>("LightCombined"); LightEffect = Content.Load <Effect>("LightEffect"); RaysEffect = Content.Load <Effect>("Crepuscular"); RaysEffect.Parameters["Projection"].SetValue(Projection); BlurEffect.Parameters["Projection"].SetValue(Projection); LightVertices = new VertexPositionColorTexture[4]; LightVertices[0] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0)); LightVertices[1] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0)); LightVertices[2] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1)); LightVertices[3] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1)); CrepVertices = new VertexPositionColorTexture[4]; CrepVertices[0] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0)); CrepVertices[1] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0)); CrepVertices[2] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1)); CrepVertices[3] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1)); EmissiveVertices = new VertexPositionColorTexture[6]; EmissiveVertices[0] = new VertexPositionColorTexture(new Vector3(0, 0, 0), Color.White, new Vector2(0, 0)); EmissiveVertices[1] = new VertexPositionColorTexture(new Vector3(1280, 0, 0), Color.White, new Vector2(1, 0)); EmissiveVertices[2] = new VertexPositionColorTexture(new Vector3(1280, 720, 0), Color.White, new Vector2(1, 1)); EmissiveVertices[3] = new VertexPositionColorTexture(new Vector3(1280, 720, 0), Color.White, new Vector2(1, 1)); EmissiveVertices[4] = new VertexPositionColorTexture(new Vector3(0, 720, 0), Color.White, new Vector2(0, 1)); EmissiveVertices[5] = new VertexPositionColorTexture(new Vector3(0, 0, 0), Color.White, new Vector2(0, 0)); Texture = Content.Load <Texture2D>("Texture"); NormalTexture = Content.Load <Texture2D>("NormalTexture"); LightList.Add(new Light() { //Color = new Color(141, 38, 10, 42), //Color = new Color(10, 25, 70, 5), //Color = Color.LightGreen, Color = Color.Plum, Active = true, Power = 0.7f, Position = new Vector3(100, 100, 100), Size = 800 }); LightList.Add(new Light() { //Color = new Color(141, 38, 10, 42), //Color = new Color(10, 25, 70, 5), //Color = Color.DarkSeaGreen, Color = Color.Silver, //Color = Color.Plum, //Color = new Color(141, 38, 10, 42), //Color = Color.White, Active = true, Power = 0.8f, Position = new Vector3(200, 100, 100), Size = 400 }); //LightList.Add(new Light() //{ // //Color = new Color(141, 38, 10, 42), // Color = Color.White, // Active = true, // Power = 1.8f, // Position = new Vector3(500, 600, 100), // Size = 600 //}); //LightList.Add(new Light() //{ // //Color = new Color(141, 38, 10, 42), // Color = Color.LimeGreen, // Active = true, // Power = 1.8f, // Position = new Vector3(1000, 80, 100), // Size = 400 //}); //LightList.Add(new Light() //{ // //Color = new Color(141, 38, 10, 42), // Color = Color.Purple, // Active = true, // Power = 0.2f, // Position = new Vector3(1280 / 2, 50, 250), // Size = 600 //}); //LightList.Add(new Light() //{ // //Color = new Color(0, 180, 255, 42), // Color = Color.Goldenrod, // Active = true, // Power = 0.8f, // Position = new Vector3(1280 - 700, 720 - 180, 250), // Size = 1200 //}); World = new World(new Vector2(0, 9.8f)); Floor = new DrawablePhysicsObject(World, BoxTexture, new Vector2(1280, 100), 1000); Floor.Position = new Vector2(1280 / 2, 720 - 50); Floor.body.BodyType = BodyType.Static; CrateList = new List <DrawablePhysicsObject>(); }
/// <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); random = new Random(); pList = new List <PhysicsParticleObject>(); cam.Pos = new Vector2(500.0f, 200.0f); // World is the most important farseer object. It's where // all the objects should be registered and it handles the // entire simulation via the step function. // Here we instantiate it with earth like gravity world = new World(new Vector2(0, 9.8f)); floorTexture = Content.Load <Texture2D>("floor"); floor = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width, floorTexture.Height), 1000); floor.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 50); floor.body.BodyType = BodyType.Static; wall = new DrawablePhysicsObject(world, floorTexture, new Vector2(floorTexture.Width, floorTexture.Height), 1000); wall.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height - 400); wall.body.FixedRotation = true; wall.body.Rotation = 15.5f; wall.body.BodyType = BodyType.Static; platform = new DrawablePhysicsObject(world, floorTexture, new Vector2(GraphicsDevice.Viewport.Width / 2, floorTexture.Height), 1000); platform.Position = new Vector2(GraphicsDevice.Viewport.Width / 2.0f, GraphicsDevice.Viewport.Height / 2); platform.body.BodyType = BodyType.Static; player = new DrawablePhysicsObject(world, null, new Vector2(36.0f, 48.0f), 1000); // player = BodyFactory.CreateRectangle(world, 36*pixelToUnit, 48*pixelToUnit, 1f); player.Position = new Vector2(200.0f, 100.0f); // player.body.body.Rotation = 90; player.body.BodyType = BodyType.Dynamic; crateList = new List <DrawablePhysicsObject>(); prevKeyboardState = Keyboard.GetState(); Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load <Texture2D>("shipAnimation"); Texture2D spriteTexture = Content.Load <Texture2D>("jasperrun"); playerAnimation.Initialize(spriteTexture, new Vector2(0, 0), 32, 48, 4, 100, Color.White, 1f, true); // playerAnimation.Initialize(playerTexture, new Vector2(0, 0), 115, 69, 8, 30, Color.White, 1f, true); playerObj.Initialize(playerAnimation, new Vector2(player.Position.X, player.Position.Y)); List <Texture2D> textures = new List <Texture2D>(); textures.Add(Content.Load <Texture2D>("white")); white = Content.Load <Texture2D>("white"); particleEngine = new ParticleEngine(textures, new Vector2(playerObj.Position.X, playerObj.Position.Y), world); // TODO: use this.Content to load your game content here }