コード例 #1
0
ファイル: Scene_Text.cs プロジェクト: gitter-badger/blimey
        void Init(Platform platform, Engine engine)
        {
            Console.WriteLine (fntUvData);

            s = new SpritePrimitive (engine.PrimitiveRenderer, fntTex);
            s.SetBlendMode (BlendMode.Default);
        }
コード例 #2
0
ファイル: Scene_Particles.cs プロジェクト: dreamsxin/engine-1
        public override void Start()
        {
            //var meshAsset = Engine.Assets.Load <MeshAsset> ();

            //var vb = Platform.Graphics.CreateVertexBuffer (meshAsset.VertexDeclaration, meshAsset.VertexCount);
            //vb.SetData <REFLECTION> ()

            var ta = Engine.Assets.Load <TextureAsset> ("assets/cvan01.bba");
            tex1 = Platform.Graphics.CreateTexture (ta);
            var tb = Engine.Assets.Load <TextureAsset> ("assets/bg2.bba");
            tex2 = Platform.Graphics.CreateTexture (tb);

            q = new Triple ();
            q.blend = BlendMode.Default;
            q.tex = tex1;
            q.v [0].Colour = Rgba32.Blue;
            q.v [0].Position.X = 0.0f;
            q.v [0].Position.Y = 0.0f;
            q.v [0].UV = new Vector2 (0, 0);
            q.v [1].Colour = Rgba32.Green;
            q.v [1].Position.X = 0.5f;
            q.v [1].Position.Y = 0.5f;
            q.v [1].UV = new Vector2 (1f, 1f);
            q.v [2].Colour = Rgba32.Red;
            q.v [2].Position.X = 0f;
            q.v [2].Position.Y = 0.5f;
            q.v [2].UV = new Vector2 (0, 1f);
            returnScene = this;

            s = new SpritePrimitive (this.Engine.PrimitiveRenderer, tex2, 64, 64, 256, 256);
            s.SetBlendMode (BlendMode.Default);

            var psi = new PrimitiveParticleSystemInfo ();
            psi.sprite = s;
            psi.fLifetime = 3f;
            psi.colColourStart = Rgba32.Red;
            psi.colColourEnd = Rgba32.Yellow;
            psi.nEmission = 10;
            psi.fSpinStart = 0.3f;
            psi.fRadialAccel = 0.1f;
            psi.fSpeed = 3f;
            psi.fSizeVar = 0.1f;

            ps = new PrimitiveParticleSystem (psi);
        }
コード例 #3
0
ファイル: Scene_Sprites.cs プロジェクト: gitter-badger/blimey
        public override void Start()
        {
            ShaderAsset unlitShaderAsset = this.Engine.Assets.Load<ShaderAsset> ("assets/unlit.bba");
            SpriteTrait.SpriteShader = this.Platform.Graphics.CreateShader (unlitShaderAsset);

            AppWidth = this.Platform.Status.Width;
            AppHeight = this.Platform.Status.Height;

            var ta_za = this.Engine.Assets.Load<TextureAsset> ("assets/zazaka.bba");
            texZa = this.Platform.Graphics.CreateTexture (ta_za);

            // Create the background.
            var ta_bg = this.Engine.Assets.Load<TextureAsset> ("assets/bg2.bba");
            texBg = this.Platform.Graphics.CreateTexture (ta_bg);
            /*
            var soBG = this.SceneGraph.CreateSceneObject ("bg");
            var spr = soBG.AddTrait <SpriteTrait> ();
            spr.Width = 64f;
            spr.Height = 64f;
            spr.Texture = texBg;
            spr.Depth = 1f;
            //spr.Material.Offset = new Vector2 (0.5f, 0.5f);
            spr.Material.SetColour ("MaterialColour", Rgba32.Yellow);

            */

            bgSprite = new SpritePrimitive (
                this.Engine.PrimitiveRenderer, texBg,
                64, 64,
                this.Platform.Host.ScreenSpecification.ScreenResolutionWidth,
                this.Platform.Host.ScreenSpecification.ScreenResolutionHeight);

            Single pi = 0;
            Maths.Pi (out pi);

            var newCamSo = this.SceneGraph.CreateSceneObject ("ortho");
            newCamSo.Transform.LocalPosition = new Vector3 (0, 0, 1);

            var orthoCam = newCamSo.AddTrait<CameraTrait>();
            orthoCam.NearPlaneDistance = 0;
            orthoCam.FarPlaneDistance = 2;
            orthoCam.Projection = CameraProjectionType.Orthographic;

            orthoCam.TempWORKOUTANICERWAY = true;

            this.RuntimeConfiguration.SetRenderPassCameraTo ("Debug", newCamSo);
            this.RuntimeConfiguration.SetRenderPassCameraTo ("Default", newCamSo);
            this.Configuration.BackgroundColour = Rgba32.Aquamarine;

            while (hares.Count != Settings.MaxHares)
            {
                var so = this.SceneGraph.CreateSceneObject ("hare #" + hares.Count);
                var hareTrait = so.AddTrait<Hare>();
                hares.Add (hareTrait);
            }

            for (Int32 i = 0; i < hares.Count; ++i)
            {
                var hareTrait = hares[i];
                hareTrait.Parent.Enabled = (i < currentNumHares);
            }

            this.Engine.InputEventSystem.Tap += this.HandleTap;
        }
コード例 #4
0
ファイル: SpritePrimitive.cs プロジェクト: dreamsxin/engine-1
        /// <summary>
        /// Creates a new sprite object by cloning an existing sprite object.
        /// </summary>
        public SpritePrimitive(PrimitiveRenderer zPrimitiveRenderer, SpritePrimitive zFrom)
        {
            primitiveRenderer = zPrimitiveRenderer;

            quad = new Quad(quad);

            texX = zFrom.texX;
            texY = zFrom.texY;

            sprWidth = zFrom.sprWidth;
            sprHeight = zFrom.sprHeight;

            textureWidth = zFrom.textureWidth;
            textureHeight = zFrom.textureHeight;

            hotX = zFrom.hotX;
            hotY = zFrom.hotY;

            bXFlip = zFrom.bXFlip;
            bYFlip = zFrom.bYFlip;
            bHSFlip = zFrom.bHSFlip;
        }