internal StageGeometry(OnsetCollection onsets, OnsetDrawing onsetDrawing, Color4 segmentStartColour, Random random) { Onsets = onsets; _onsetDrawing = onsetDrawing; _segmentStartColour = segmentStartColour; _random = random; _baseColour = HUSLColor.FromColor4(_segmentStartColour); _initialHue = _baseColour.H; _p2 = new Player() { UseGamePad = true }; //_p2.ShaderProgram = ParentStage.ShaderProgram; }
public OnsetDrawing(OnsetCollection onsetCollection, ShaderProgram geometryShaderProgram) { _onsetCollecton = onsetCollection; _shaderProgram = geometryShaderProgram; DrawingCount = _onsetCollecton.Count; _angleBetweenSides = new double[_onsetCollecton.Count]; _impactDistances = new double[_onsetCollecton.Count]; _numberOfSides = new int[_onsetCollecton.Count]; _positions = new PolarVector[_onsetCollecton.Count]; _sides = new List <bool> [_onsetCollecton.Count]; _velocities = new PolarVector[_onsetCollecton.Count]; _widths = new double[_onsetCollecton.Count]; vertexList = new float[MAX_DRAWABLE_INDICIES * 2]; sideBoundsTemp = new Vector2[6]; _outlineBoundsTemp = new Vector2[12]; }