public static void UnitTest() { TestGame.StartTest("SceneData 载入测试 F1-Terrain F2-TiledTerrain", null, delegate { SceneMgr.Instance.ChangeScene("TestSceneYard"); }, delegate { if(InputKeyboards.isKeyJustPress(Keys.F1)) { SceneMgr.Instance.ChangeScene("TestSceneYard"); Vector2 roleSize = new Vector2(32, 48); float runforce = 1000.0f; float jumpforce = 3000.0f; float maxRunForce = 50; Role role = new Role("./Roles/soldier", roleSize, 10, 32, 48, 17, runforce, jumpforce, maxRunForce); role.Position = new Vector2(400, 100); role.origin = new Vector2(16, 24); role.animSeqList.Add(new AnimItem.AnimSequence("Free", 40, 6, 8, true, true)); role.animSeqList.Add(new AnimItem.AnimSequence("Running", 0, 8, 8, true, true)); role.animSeqList.Add(new AnimItem.AnimSequence("Jumping", 8, 9, 4, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingItem", 17, 8, 7, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingGun", 24, 13, 12, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingHook", 37, 1, 8, true, false)); role.PlaySeq("Free"); SceneMgr.Instance.AddItem(role); } else if (InputKeyboards.isKeyJustPress(Keys.F2)) { SceneMgr.Instance.ChangeScene("TestSceneRoom"); Vector2 roleSize = new Vector2(32, 48); float runforce = 1000.0f; float jumpforce = 3000.0f; float maxRunForce = 50; Role role = new Role("./Roles/soldier", roleSize, 10, 32, 48, 17, runforce, jumpforce, maxRunForce); role.Position = new Vector2(400, 100); role.origin = new Vector2(16, 24); role.animSeqList.Add(new AnimItem.AnimSequence("Free", 40, 6, 8, true, true)); role.animSeqList.Add(new AnimItem.AnimSequence("Running", 0, 8, 8, true, true)); role.animSeqList.Add(new AnimItem.AnimSequence("Jumping", 8, 9, 4, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingItem", 17, 8, 7, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingGun", 24, 13, 12, true, false)); role.animSeqList.Add(new AnimItem.AnimSequence("UsingHook", 37, 1, 8, true, false)); role.PlaySeq("Free"); SceneMgr.Instance.AddItem(role); } }, delegate { } ); }
public new static void UnitTest() { Role role = null; TestGame.StartTest( "角色测试", null, delegate { Vector2 itemSize = Vector2.Zero; itemSize = new Vector2(800,100); Terrain rectG = new Terrain("GameandMe", itemSize, 1); rectG.Position = new Vector2(400, 500); rectG.origin = new Vector2(100,100); SceneMgr.Instance.AddItem(rectG); itemSize = new Vector2(200, 10); rectG = new Terrain("GameandMe",itemSize,1); rectG.Position = new Vector2(400, 430); rectG.Rotation = 0.1f; rectG.origin = new Vector2(100, 100); SceneMgr.Instance.AddItem(rectG); itemSize = new Vector2(100,600); rectG = new Terrain("GameandMe",itemSize,1); rectG.Position = new Vector2(50, 600); rectG.origin = new Vector2(50, 300); SceneMgr.Instance.AddItem(rectG); itemSize = new Vector2(100, 600); rectG = new Terrain("GameandMe",itemSize,1); rectG.Position = new Vector2(750, 600); rectG.origin = new Vector2(50, 300); SceneMgr.Instance.AddItem(rectG); itemSize = new Vector2(32, 48); float runforce = 1000.0f; float jumpforce = 3000.0f; float maxRunSpeed = 50; role = new Role("Roles/soldier", itemSize, 10, 32, 48, 17, runforce, jumpforce, maxRunSpeed); role.Position = new Vector2(400, 100); role.origin = new Vector2(16, 24); role.animSeqList.Add(new AnimSequence("Free", 40, 6, 8, true, true)); role.animSeqList.Add(new AnimSequence("Running", 0, 8, 8, true, true)); role.animSeqList.Add(new AnimSequence("Jumping", 8, 9, 4, true, false)); role.animSeqList.Add(new AnimSequence("UsingItem", 17, 8, 7, true, false)); role.animSeqList.Add(new AnimSequence("UsingGun", 24, 13, 12, true, false)); role.animSeqList.Add(new AnimSequence("UsingHook", 37, 1, 8, true, false)); role.PlaySeq("Free"); SceneMgr.Instance.AddItem(role); }, delegate { }, delegate { Painter.DrawBegin(); Painter.DrawLine("人物状态"+role.RoleState.ToString(),Vector2.Zero); Painter.DrawEnd(); } ); }
/// <summary> /// 清空场景 /// </summary> public void ResetScene() { // 重置物理模拟环境 PhysicsSys.Instance.PhysicsSimulator.Clear(); // 重置摄像机... // 清空ItemMgr ClearItemList(); // 过期.. backgroundMgr = null; terrainMgr = null; actItemMgr = null; role = null; forgroundMgr = null; }