private void OnScriptingUpdateFinished(object sender, ScriptingSystem scripting) { _scriptStateContent.Clear(); _scriptStateContent.AppendLine("Counters:"); foreach (var kv in scripting.Counters) { _scriptStateContent.AppendFormat(" {0}: {1}\n", kv.Key, kv.Value); } _scriptStateContent.AppendLine("Flags:"); foreach (var kv in scripting.Flags) { _scriptStateContent.AppendFormat(" {0}: {1}\n", kv.Key, kv.Value); } _scriptStateContent.AppendLine("Timers:"); foreach (var kv in scripting.Timers) { _scriptStateContent.AppendFormat(" {0}: {1} ({2})\n", kv.Key, kv.Value, scripting.Counters[kv.Key]); } }
private void OnScriptingUpdateFinished(object sender, ScriptingSystem scripting) { if (!IsVisible) { return; } _scriptStateContent.Clear(); scripting.Dump(_scriptStateContent); }
private void Initialize() { audioManager = new AudioManager(); renderer = new ImmediateModeRenderer(); sprites = new List <Sprite>(); sources = new List <Source>(); entities = new List <Entity>(); string script = ""; using (StreamReader file = new StreamReader("Assets/Scripts/movement_script.lua")) { script = file.ReadToEnd(); } Entity entity = new Entity(0); entity.AddComponent(new Position(0, 0)); entity.AddComponent(new Input(new KeyboardAndMouse())); entity.AddComponent(new Velocity(0, 0)); entity.AddComponent(new SpriteComponent(new Sprite(0, 0, 20, 20, SceneManager.AssetManager.LoadTexture("Assets/Images/heart.png")))); entity.AddComponent(new Player()); entities.Add(entity); for (int i = 1; i < 2000; i++) { entity = new Entity(i); entity.AddComponent(new Position(i * 40, 0)); entity.AddComponent(new Velocity(0, 1)); //entity.AddComponent(new SpriteComponent(new Sprite(0, 0, 20, 20, SceneManager.AssetManager.LoadTexture("Assets/Images/heart.png")))); entity.AddComponent(new Rain()); entities.Add(entity); } movementSystem = new MovementSystem(); scriptingSystem = new ScriptingSystem(); renderingSystem = new RenderingSystem(renderer); inputSystem = new InputSystem(); collisionSystem = new CollisionSystem(); collisionHandler = new CollisionHandler(); sources.Add(new Source(SceneManager.AssetManager.LoadWave("Assets/Audio/main game.wav"))); sources[0].Play(); sources[0].SetPosition(350, 200); sources[0].ReferenceDistance = 200f; //sources[0].SetVelocity(0, 0); }