public void Initialize(GraphicsDevice GraphicsDevice, ContentManager Content) { cameraMatrix = Matrix.CreateTranslation(400 - Tile.Size * 11, Tile.Size, 0); Tile.InitTextures(GraphicsDevice, BiomeData.GetBiome(1)); // load maze int MapId = 0; maze = Cell.ParseData(MapData.GetMap(MapId)); // load graphic stuff pixel = Content.Load <Texture2D>("pixel"); Pj.ColliderTexture = Content.Load <Texture2D>("pj"); Pj.IdleTexture = Content.Load <Texture2D>("pj_idle"); Pj.RunningTexture = Content.Load <Texture2D>("pj_running"); Pj.PaletteTexture = Content.Load <Texture2D>("pj_palette"); Pj.effect = Content.Load <Effect>("pj_shader"); Pj.effect.Parameters["u_lut"].SetValue(Pj.PaletteTexture); this.Pjs = new Dictionary <string, Pj>(); this.aiPjs = new List <AiPj>(); //Pjs.Add("Player", new TestPj("Player", PlayerControllerIndex.Keyboard, 18.5f * Tile.Size, 2.5f * Tile.Size, 1)); AiPj aipj = new AiPj("AI", Tile.Size * 2.5f, Tile.Size * 2.5f, 2); Pjs.Add("AI", aipj); aiPjs.Add(aipj); }
public void Initialize(GraphicsDevice GraphicsDevice, ContentManager Content) { BiomeData.Biome biome = BiomeData.GetBiome(3); int mapId = 0; pixel = Content.Load<Texture2D>("pixel"); Tile.InitTextures(GraphicsDevice, biome); world = new GameWorld(); world.maze = Cell.ParseData(MapData.GetMap(mapId)); renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); renderTargetRectangle = new Rectangle(0, 0, GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight); cameraMatrix = Matrix.CreateTranslation(GraphicsDevice.PresentationParameters.BackBufferWidth / 2 - Tile.Size * 11, Tile.Size, 0); floorRectangle = new Rectangle(0, 0, world.maze.GetLength(1) * Tile.Size, world.maze.GetLength(0) * Tile.Size); this.biome = new Biome { BackgroundColor = biome.BackgroundColor, FloorColor = biome.GroundColor, WallColor = biome.WallColor, WallTopColor = biome.WallTopColor, BackgroundOverlayTexture = null, FloorOverlayTexture = Content.Load<Texture2D>("gravelOverlay"), WallOverlayTexture = Content.Load<Texture2D>("gravelOverlay"), WallTopOverlayTexture = Content.Load<Texture2D>("iceOverlay"), BackgroundBlendingMode = Biome.BlendingMode.Normal, FloorBlendingMode = Biome.BlendingMode.Reflect, WallBlendingMode = Biome.BlendingMode.Reflect, WallTopBlendingMode = Biome.BlendingMode.Reflect, }; biomeBackgroundEffect = Content.Load<Effect>("floor_shader"); biomeEffect = Content.Load<Effect>("walls_shader"); biomeEffect.Parameters["u_wallBlendingMode"]?.SetValue((int)this.biome.WallBlendingMode); biomeEffect.Parameters["u_wallColor"]?.SetValue(this.biome.WallColor.ToVector3()); biomeEffect.Parameters["u_wallOverlayTexture"]?.SetValue(this.biome.WallOverlayTexture); biomeEffect.Parameters["u_wallOverlayTextureSize"]?.SetValue(new Vector2(this.biome.WallOverlayTexture.Width, this.biome.WallOverlayTexture.Height)); biomeEffect.Parameters["u_wallTopBlendingMode"]?.SetValue((int)this.biome.WallTopBlendingMode); biomeEffect.Parameters["u_wallTopColor"]?.SetValue(this.biome.WallTopColor.ToVector3()); biomeEffect.Parameters["u_wallTopOverlayTexture"]?.SetValue(this.biome.WallTopOverlayTexture); biomeEffect.Parameters["u_wallTopOverlayTextureSize"]?.SetValue(new Vector2(this.biome.WallTopOverlayTexture.Width, this.biome.WallTopOverlayTexture.Height)); biomeEffect.Parameters["u_screenSize"]?.SetValue(new Vector2(GraphicsDevice.PresentationParameters.BackBufferWidth, GraphicsDevice.PresentationParameters.BackBufferHeight)); }
private LoadGameScreen(int PlayersCount, int MapId, int BiomeId) { ExpectedPlayers = PlayersCount; this.MapId = MapId; this.biome = BiomeData.GetBiome(BiomeId); }