public GameHandler(Manager manager, Network network, GameMain game, ContentManager content, GraphicsDeviceManager graphics, SpriteBatch spriteBatch, GameModelBank modelBank, GameItemBank itemBank, Dictionary <short, GameClassConfig> classConfigs, GameCamera camera, AudioSystem audioSystem, ParticlePreset particleManager) { this.manager = manager; this.game = game; this.content = content; this.graphics = graphics; this.spriteBatch = spriteBatch; // Bank & Config this.modelBank = modelBank; this.itemBank = itemBank; this.classConfigs = classConfigs; // System handler this.camera = camera; this.network = network; // Entities this.monstersEntity = new Dictionary <String, UnitEntity>(); this.npcsEntity = new Dictionary <String, UnitEntity>(); this.playersEntity = new Dictionary <String, UnitEntity>(); this.warpsEntity = new Dictionary <String, WarpEntity>(); this.itemsEntity = new Dictionary <String, ItemEntity>(); this.playerEntity = null; // Effects this.audioSystem = audioSystem; this.particleManager = particleManager; // Load font entityNameFont = content.Load <SpriteFont>("Fonts/EntityName"); entityDamageFont = content.Load <SpriteFont>("Fonts/EntityDamage"); // White rect whiteRect = new Texture2D(graphics.GraphicsDevice, 1, 1); whiteRect.SetData(new[] { Color.White }); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Main Background mainBackground = Content.Load <Texture2D>("mainbg"); // Loading Background loadingBackground = Content.Load <Texture2D>("loadingbg"); // TODO: use this.Content to load your game content here // Initializing model bank which using for storing model file path modelBank = new GameModelBank(Content); // Initializing item bank which using for storing item data path itemBank = new GameItemBank(Content); // Load all model path here. Dictionary <short, GameModelConfig> modellist = config.getModelList(); foreach (short id in modellist.Keys) { modelBank.Load(id, modellist[id]); // Cache GameModelNode cache = new GameModelNode(Content, modelBank); cache.Load(modelBank.getModelPath(id)); } Dictionary <int, GameItemConfig> itemlist = config.getItemList(); foreach (short id in itemlist.Keys) { itemBank.Load(id, itemlist[id]); } // Load all map Dictionary <short, GameMapConfig> maplist = config.getMapList(); foreach (short id in maplist.Keys) { mapEntities.Add(id, new MapEntity(id, maplist[id], Content)); } // Server configuration serverConfig = config.getServerList()[0]; // Initializing game camera gameCamera = new GameCamera(graphics); // Particle system particle = new ParticlePreset(this, graphics, gameCamera); particle.LoadContent(); // Game Event handler object gameHandler = new GameHandler(manager, network, this, Content, graphics, spriteBatch, modelBank, itemBank, classConfigs, gameCamera, audioSystem, particle); // Shadow map //shadow.LoadContent(spriteBatch, gameCamera); // Bloom post process bloom.Settings = BloomSettings.PresetSettings[0]; // Way to go Effect wayToGoEffect = new GameModel(Content); wayToGoEffect.Load("waytogo"); //Debug.WriteLine("LoadedContent"); }
public ParticleManager(Game game, GraphicsDeviceManager graphics, GameCamera camera) { this.game = game; this.graphics = graphics; this.camera = camera; particle = new Particle[1000]; particleDis = new Particle[20]; particleMesh = new Particle[20]; modelset = new Dictionary <int, Model>(); textureset = new Dictionary <int, Texture2D>(); texturenorm = new Dictionary <int, Texture2D>(); }
public ParticlePreset(Game game, GraphicsDeviceManager graphics, GameCamera camera) : base(game, graphics, camera) { }