public TestBox() { _mainAtlas = PlayScreen.DecorationAtlas; _mainTextures = PlayScreen.DecorationTexture; _rect = new Rectangle(0, 0, PlayScreen.SectorTileSize, PlayScreen.SectorTileSize); TerrainTesting(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); texture = Content.Load<Texture2D>("texture"); textureAtlas = Content.Load<TextureAtlas>("atlasJSON"); textureRegion = textureAtlas.GetRegion("Enemy Bug"); }
public PlayScreen(GameScreenManager gameScreenManager, Texture2D interfaceTexture, TextureAtlas interfaceAtlas) : base(gameScreenManager) { SpawnX = 214; SpawnY = 250; _cam = new Camera2D(MainGame.GraphicD.Viewport); Seeds.CreateNewSeeds(); Spritebatch = new SpriteBatch(MainGame.GraphicD); DecorationTexture = MainGame.ContentLoader.Load<Texture2D>("Screens/Play/Sheets/decorations"); DecorationAtlas = MainGame.ContentLoader.Load<TextureAtlas>("Screens/Play/Sheets/decorationsJSON"); CharacterTexture = MainGame.ContentLoader.Load<Texture2D>("Screens/Play/Sheets/characters"); CharacterAtlas = MainGame.ContentLoader.Load<TextureAtlas>("Screens/Play/Sheets/charactersJSON"); InterfaceTexture = interfaceTexture; InterfaceAtlas = interfaceAtlas; var worlditems = new TextureRegion[WorldItemKey.AllItems.Count]; for (var i = 0; i < WorldItemKey.AllItems.Count; i++) worlditems[i] = DecorationAtlas.GetRegion(WorldItemKey.AllItems[i]); WorldItemKey.ItemRegions = worlditems; #if DEBUG if (ShowMap) { WorldData.MyWorldData = new WorldData(); _cw = new CreateWorld(true, false); //_tb = new TestBox(); } else { var az = Enumerable.Range(0, 64*64).Select(i => Color.Red).ToArray(); ErrorBox = new Texture2D(MainGame.GraphicD, 64, 64, false, SurfaceFormat.Color); ErrorBox.SetData(az); #endif // Create a new SpriteBatch, which can be used to draw textures. // showMap = new CreateWorld(GraphicsDevice); if (WorldData.MyWorldData == null) { //look for file //Utility.RemoveSave(); WorldData.MyWorldData = Utility.LoadGameData(); if (WorldData.MyWorldData == null) { WorldData.MyWorldData = new WorldData(); _cw = new CreateWorld(false, true); } } _managers = new Manager(); _myInputs = new Inputs(); #if DEBUG } #endif GC.Collect(); }
public Sprite(Beatup game, string atlas_name, string sheet_name, string sprite_name) { atlas = game.Content.Load<TextureAtlas>(atlas_name); region = atlas.GetRegion(sprite_name); sheet = game.Content.Load<Texture2D>(sheet_name); this.position.X = 0; this.position.Y = 0; flippedX = false; rotation = 0; scale_x = 4.0f; scale_y = 4.0f; }
public WelcomeScreen(GameScreenManager gameScreenManager, Texture2D interfaceTexture, TextureAtlas interfaceAtlas) : base(gameScreenManager) { _interfaceTexture = interfaceTexture; _interfaceAtlas = interfaceAtlas; _buttonExitPosition.Width = _buttonLoadGamePosition.Width = _buttonNewGamePosition.Width = _buttonSettingsPosition.Width = _interfaceAtlas.GetRegion("NewGame").Bounds.Width; _buttonExitPosition.Height = _buttonLoadGamePosition.Height = _buttonNewGamePosition.Height = _buttonSettingsPosition.Height = _interfaceAtlas.GetRegion("NewGame").Bounds.Height; _inputs = new MainInput(); _spriteBatch = new SpriteBatch(MainGame.GraphicD); }
public CharacterAnim(TextureAtlas atlas, string prefix, string action, int defaultFrame, Vector2[] myFramesOffsets, byte speed = SpeedNormal) { _myAtlas = atlas; //_spriteBatch = PlayScreen.Spritebatch; // var mainAtlas = PlayScreen.DecorationAtlas; AnimationPrefix = prefix; AnimationAction = action; AnimationLength = myFramesOffsets.Length; AnimationSpeed = speed; _defaultFrame = defaultFrame; _currentFrame = _defaultFrame; _myFramesOffsets = myFramesOffsets; _myFrames = new TextureRegion[AnimationLength]; for (var i = 0; i < AnimationLength; i++) _myFrames[i] = atlas.GetRegion(string.Format("{0}-{1}{2}", prefix, action, i)); }
public MiniTileManager() { _wd = WorldData.MyWorldData; _mainAtlas = PlayScreen.DecorationAtlas; _mainTextures = PlayScreen.DecorationTexture; _spriteBatch = PlayScreen.Spritebatch; //_mapMakerThread = new Thread(CheckMiniMap); _halfAmount = (int) (Math.Floor(Amount/2.0)); _xOffset = PlayScreen.SpawnX - _halfAmount; _yOffset = PlayScreen.SpawnY - _halfAmount; _land = new MiniTileCollection[Amount,Amount]; _landFeature = new MiniTileCollection[Amount,Amount]; _fog = new MiniFogCollection[Amount,Amount]; _landTextureLocations = new TextureProperties[MainGame.MapWidth][]; _landFeatureTextureLocations = new TextureProperties[MainGame.MapWidth][]; _graphicsDevice = MainGame.GraphicD; _miniMapFogTexture = new RenderTarget2D(MainGame.GraphicD, 256, 256, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); _miniMapTerrainTexture = new RenderTarget2D(MainGame.GraphicD, 256, 256, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); _miniMapTerrainTexture2 = new RenderTarget2D(MainGame.GraphicD, 256, 256, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); _miniMapFinalDrawTexture = new RenderTarget2D(MainGame.GraphicD, 256, 256, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); //testing _textureMask = CreateCircle(76); var m = Matrix.CreateOrthographicOffCenter(0, _miniMapFogTexture.Width, _miniMapFogTexture.Height, 0, 0,1); _a = new AlphaTestEffect(_graphicsDevice) { Projection = m }; _s1 = new DepthStencilState { StencilEnable = true, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Replace, ReferenceStencil = 1, DepthBufferEnable = false, }; _s2 = new DepthStencilState { StencilEnable = true, StencilFunction = CompareFunction.LessEqual, StencilPass = StencilOperation.Keep, ReferenceStencil = 1, DepthBufferEnable = false, }; for (var x = 0; x < MainGame.MapWidth; x++) { _landTextureLocations[x] = new TextureProperties[MainGame.MapHeight]; _landFeatureTextureLocations[x] = new TextureProperties[MainGame.MapHeight]; for (var y = 0; y < MainGame.MapHeight; y++) { var landtext = new TextureProperties(); var landfeaturetext = new TextureProperties(); FillHeight(ref landtext, x, y); if (!CanFillTrees(ref landfeaturetext, x, y)) { if (!CanFillGrass(ref landfeaturetext, x, y)) { if (!CanFillMountains(ref landfeaturetext, x, y)) landfeaturetext.HasFeature = false; } } _landTextureLocations[x][y] = landtext; _landFeatureTextureLocations[x][y] = landfeaturetext; } } for (var i = 0; i < Amount; i++) { var left = i - 1 < 0 ? Amount - 1 : i - 1; var right = i + 1 >= Amount ? 0 : i + 1; for (var j = 0; j < Amount; j++) { _fog[i, j] = new MiniFogCollection(); var top = j - 1 < 0 ? Amount - 1 : j - 1; var bottom = j + 1 >= Amount ? 0 : j + 1; _land[i, j] = new MiniTileCollection(i + _xOffset, j + _yOffset, i, j, top, bottom, left, right); _landFeature[i, j] = new MiniTileCollection(i + _xOffset, j + _yOffset, i, j, top, bottom, left, right); if (i == 0 && j == 0) _topLeft = _land[i, j]; else if (i == Amount - 1 && j == Amount - 1) _bottomRight = _land[i, j]; var prop = _landTextureLocations[_land[i, j].MapLocX][_land[i, j].MapLocY]; SetBounds(prop.TextureName, ref _land[i, j], prop.Vals, false); _land[i, j].Visible = true; var prop2 = _landFeatureTextureLocations[_landFeature[i, j].MapLocX][_landFeature[i, j].MapLocY]; if (prop2.HasFeature) { SetBounds(prop2.TextureName, ref _landFeature[i, j], prop2.Vals, prop2.IsMountain); _landFeature[i, j].Visible = true; } else _landFeature[i, j].Visible = false; _fog[i, j].SetSpots(i, j); FillFog(i, j); } } InitialDraw(); }