public LevelScreen(LoderGame game, SystemManager systemManager, EntityManager entityManager) : base(game.screenSystem, ScreenType.Level) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _levelSystem = (LevelSystem)_systemManager.getSystem(SystemType.Level); _content = new ContentManager(_game.Services); _content.RootDirectory = "Content"; _equipmentSystem = (EquipmentSystem)_systemManager.getSystem(SystemType.Equipment); _playerId = PlayerSystem.PLAYER_ID; _pixel = new Texture2D(_game.GraphicsDevice, 1, 1); _pixel.SetData<Color>(new[] { Color.White }); _arial = _content.Load<SpriteFont>("arial"); _dialogePanes = new List<InteractiveDialoguePane>(); _dialogueFont = _content.Load<SpriteFont>("shared_ui/dialogue_font"); _dialogueOptionFont = _content.Load<SpriteFont>("shared_ui/dialogue_option_font"); ToolbarComponent toolbarComponent = (ToolbarComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Toolbar); _toolbarDisplay = new ToolbarDisplay(_game.spriteBatch, _equipmentSystem, toolbarComponent); _inventoryDisplay = new InventoryDisplay(_game.spriteBatch, _equipmentSystem, (InventoryComponent)_entityManager.getComponent(LevelSystem.currentLevelUid, _playerId, ComponentType.Inventory), toolbarComponent); _inventoryDisplay.inFocus = false; _toolbarDisplay.inFocus = true; _healthBar = new LargeHealthBar(_game.spriteBatch); }
public EventSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _levelSystem = (LevelSystem)_systemManager.getSystem(SystemType.Level); _handlers = new Dictionary<GameEventType,Dictionary<int,List<IEventHandler>>>(); }
public AIBehaviorSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _levelSystem = _systemManager.getSystem(SystemType.Level) as LevelSystem; _random = new Random(); }
public WorldMapScreen(LoderGame game, SystemManager systemManager) : base(game.screenSystem, ScreenType.WorldMap) { _game = game; _systemManager = systemManager; _scale = 1f; _content = new ContentManager(game.Services); _content.RootDirectory = "Content"; _fogEffect = _content.Load<Effect>("fog_effect"); _pathTexture = _content.Load<Texture2D>("world_map/path"); _pathTextureOrigin = new Vector2(_pathTexture.Width, _pathTexture.Height) / 2f; _antiFogBrush = _content.Load<Texture2D>("world_map/anti_fog_brush"); _antiFogBrushOrigin = new Vector2(_antiFogBrush.Width, _antiFogBrush.Height) / 2f; _levelSelectIcon = _content.Load<Texture2D>("world_map/level_select_icon"); _levelSelectIconHalfSize = new Vector2(_levelSelectIcon.Width, _levelSelectIcon.Height) / 2f; _levelSelectIconSelectedColor = Color.Yellow; _levelSelectIconDeselectedColor = Color.White * 0.8f; _levelSelectIconColor = _levelSelectIconDeselectedColor; _levelSelectTitleFont = _content.Load<SpriteFont>("world_map/level_select_title"); _levelSelectDescriptionFont = _content.Load<SpriteFont>("world_map/level_select_description"); _halfScreenSize = new Vector2(_spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height) / 2f; _fogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); _antiFogRT = new RenderTarget2D(_spriteBatch.GraphicsDevice, _spriteBatch.GraphicsDevice.Viewport.Width, _spriteBatch.GraphicsDevice.Viewport.Height); }
public EquipmentSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _defaultRopeMaterial = new RopeMaterial(ResourceManager.getResource("default_rope_material")); _rng = new Random(); }
public RenderSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _animationManager = game.animationManager; //_sortedRenderablePrimitives = new SortedDictionary<float, List<IRenderablePrimitive>>(); _cameraSystem = _systemManager.getSystem(SystemType.Camera) as CameraSystem; _graphicsDevice = game.GraphicsDevice; _spriteBatch = game.spriteBatch; _backgroundRenderer = new BackgroundRenderer(_spriteBatch); _fluidRenderTarget = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _renderedFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _debugFluid = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceUnder = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _postSourceOver = new RenderTarget2D(_graphicsDevice, _graphicsDevice.Viewport.Width, _graphicsDevice.Viewport.Height); _contentManager = new ContentManager(game.Services); _contentManager.RootDirectory = "Content"; _fluidEffect = _contentManager.Load<Effect>("fluid_effect"); _fluidParticleTexture = _contentManager.Load<Texture2D>("fluid_particle"); _reticle = _contentManager.Load<Texture2D>("reticle"); _materialRenderer = new MaterialRenderer(game.GraphicsDevice, _contentManager, game.spriteBatch); _primitivesEffect = _contentManager.Load<Effect>("effects/primitives"); _pixel = new Texture2D(_graphicsDevice, 1, 1); _pixel.SetData<Color>(new [] { Color.White }); _circle = _contentManager.Load<Texture2D>("circle"); _tooltipFont = _contentManager.Load<SpriteFont>("shared_ui/tooltip_font"); }
public DialogueManager(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _dialogues = new Dictionary<string, Dialogue>(); createDialogues(); loadStates(); }
public FluidSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _physicsSystem = (PhysicsSystem)_systemManager.getSystem(SystemType.Physics); _renderSystem = (RenderSystem)_systemManager.getSystem(SystemType.Render); fluidGrid = new Dictionary<int, Dictionary<int, List<int>>>(); liquid = new Particle[MAX_PARTICLES]; activeParticles = new int[MAX_PARTICLES]; _simPositions = new Vector2[MAX_PARTICLES]; _simVelocities = new Vector2[MAX_PARTICLES]; _delta = new Vector2[MAX_PARTICLES]; for (int i = 0; i < MAX_PARTICLES; i++) { liquid[i] = new Particle(this, i, LIQUID_ORIGIN); } }
public PhysicsSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _bodiesToRemove = new List<Body>(); _playerSystem = (PlayerSystem)systemManager.getSystem(SystemType.Player); _worlds = new Dictionary<string, World>(); _groundBodies = new Dictionary<string, Body>(); /* // Create world _world = new World(gravity); // Contact callbacks _world.ContactManager.BeginContact += new BeginContactDelegate(BeginContact); _world.ContactManager.EndContact += new EndContactDelegate(EndContact); _world.ContactManager.PreSolve += new PreSolveDelegate(PreSolve); _world.ContactManager.PostSolve += new PostSolveDelegate(PostSolve); // Create ground body/entity _groundBody = _entityManager.factory.createGroundBody(_world);*/ }
public LevelSystem(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; _scriptManager = _game.scriptManager; //_regionGoals = new Dictionary<int, Goal>(); //_eventGoals = new Dictionary<GameEventType, Dictionary<int, Goal>>(); //_completedGoals = new Dictionary<int, Goal>(); _levelBoundaries = new Dictionary<string, AABB>(); _fallbackLevelBoundaries = new Dictionary<string, AABB>(); _boundaryMargin = new Vector2(50f, 50f); _levelsData = new Dictionary<string, XElement>(); _firstPassEntities = new Dictionary<string, List<XElement>>(); _secondPassEntities = new Dictionary<string, List<XElement>>(); _thirdPassEntities = new Dictionary<string, List<XElement>>(); _numEntities = new Dictionary<string, int>(); _numEntitiesProcessed = new Dictionary<string, int>(); _backgrounds = new Dictionary<string, Background>(); _finishedLoading = new Dictionary<string, bool>(); _spawnPositions = new Dictionary<string, Vector2>(); _loadedLevels = new List<string>(); }
// Initialize public static void initialize(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; if (!Directory.Exists(_rootDirectory)) { Directory.CreateDirectory(_rootDirectory); } if (!Directory.Exists(_settingsDirectory)) { Directory.CreateDirectory(_settingsDirectory); } if (!Directory.Exists(_playersDirectory)) { Directory.CreateDirectory(_playersDirectory); } _customFlags = new Dictionary <string, bool>(); _customValues = new Dictionary <string, int>(); _customStrings = new Dictionary <string, string>(); }
public ScriptManager(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _scripts = new Dictionary<string, ScriptBase>(); }
public CharacterMovementSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _ropeSystem = _systemManager.getSystem(SystemType.Rope) as RopeSystem; }
public ScriptManager(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _scripts = new Dictionary <string, ScriptBase>(); }
public HomeVillageScript(SystemManager systemManager, EntityManager entityManager) : base(systemManager, entityManager) { }
protected override void Initialize() { Logger.log("LoderGame.Initialize method started."); _systemManager = new SystemManager(); _entityManager = new EntityManager(_systemManager); _scriptManager = new ScriptManager(_systemManager, _entityManager); _animationManager = new AnimationManager(this); base.Initialize(); _screenSystem = new ScreenSystem(_systemManager, _spriteBatch); _systemManager.add(_screenSystem, -1); _loadingScreen = new LoadingScreen(this); DataManager.initialize(this, _systemManager, _entityManager); DataManager.loadGameSettings(); applyDisplaySettings(); Logger.log("LoderGame.Initialize method finished."); }
public PlayerSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; }
public CameraSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; }
// Initialize public static void initialize(LoderGame game, SystemManager systemManager, EntityManager entityManager) { _game = game; _systemManager = systemManager; _entityManager = entityManager; if (!Directory.Exists(_rootDirectory)) Directory.CreateDirectory(_rootDirectory); if (!Directory.Exists(_settingsDirectory)) Directory.CreateDirectory(_settingsDirectory); if (!Directory.Exists(_playersDirectory)) Directory.CreateDirectory(_playersDirectory); _customFlags = new Dictionary<string, bool>(); _customValues = new Dictionary<string, int>(); _customStrings = new Dictionary<string, string>(); }
public AnimationSystem(SystemManager systemManager, EntityManager entityManager, AnimationManager animationManager) { _systemManager = systemManager; _entityManager = entityManager; _animationManager = animationManager; }
public ExplosionSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; _debrisToCreate = new List<DebrisProperties>(); }
public ScriptBase(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; }
public InputSystem(SystemManager systemManager, EntityManager entityManager) { _systemManager = systemManager; _entityManager = entityManager; }