public ParticleEditorController(GameWorld gameWorld) { _gameWorld = gameWorld; var scene = new Scene(); scene.PhysicalWorld = new FarseerPhysicalWorld(Vector2.Zero); _gameWorld.AddScene(scene); _gameWorld.SetActiveScene(scene); _particleEffectActor = scene.AddWorldEntity<ParticleEffectActor>(); _addParticleEmitterCommand = new AddParticleEmitterCommand(this); _setParticleSpawnProcessorCommand = new SetParticleSpawnProcessorCommand(this); _setParticleProcessorCommand = new SetParticleProcessorCommand(this); _removeParticleProcessorCommand = new RemoveParticleProcessorCommand(this); ParticleEffectViewModel = new ObservableCollection<ParticleEffectViewModel>(); _effectViewModel = new ParticleEffectViewModel("Particle effect", this, _addParticleEmitterCommand); ParticleEffectViewModel.Add(_effectViewModel); //ToDo: delete these lines in the future var bitmap = gameWorld.GraphicsContext.LoadTexture2D("default"); var asset = new Static2DRenderableAsset(); asset.Texture2D = bitmap; _particleEffectActor.RenderableAsset = asset; var name = "one"; _particleEffectActor.Body = _particleEffectActor.Scene.PhysicalWorld.CreateRectangularBody(160f, 160f, 1f, name); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); if (OnLoadContent != null) OnLoadContent(); // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = new SpriteBatch(GraphicsDevice); GraphicsContext = new XNAGraphicsContext(this.GraphicsDeviceManager, this.Content); _gameWorld = new GameWorld(GraphicsContext); /*ITexture2D bitmap = GraphicsContext.LoadTexture2D("default"); _asset = new Static2DRenderableAsset(); _asset.Texture2D = bitmap; //GraphicsContext.SetSceneDimensions(1280, 720); _actor = new Actor() { RenderableAsset = _asset }; Scene s = new Scene(); s.AddWorldEntity(_actor); _gameWorld.AddScene(s);*/ //rectangle = new Texture2D(GraphicsDevice, 2, 2); //rectangle.SetData(new[] { Color.White, Color.Red, Color.Green, Color.Blue }); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { base.LoadContent(); if (OnLoadContent != null) OnLoadContent(); // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = new SpriteBatch(GraphicsDevice); Content.RootDirectory = "Content"; GraphicsContext = new XNAGraphicsContext(this.Graphics, this.Content); var bitmap = GraphicsContext.LoadTexture2D("Bitmap1"); _asset = new Static2DRenderableAsset(); //_asset.SetBoundingBox(new StoryTimeCore.DataStructures.Rectanglef(0, 0.0f, 720, 1280)); _asset.Texture2D = bitmap; var s = new Scene(); GraphicsContext.SetCamera(s.Camera); s.PhysicalWorld = new FarseerPhysicalWorld(Vector2.Zero); _actor = s.AddWorldEntity<Actor>(); _actor.RenderableAsset = _asset; _gameWorld = new GameWorld(GraphicsContext); _gameWorld.AddScene(s); //rectangle = new Texture2D(GraphicsDevice, 2, 2); //rectangle.SetData(new[] { Color.White, Color.Red, Color.Green, Color.Blue }); // TODO: use this.Content to load your game content here }