/// <summary> /// Constructor. /// </summary> public GameplayScreen(LevelManager lm) { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); pauseAction = new InputAction( new Buttons[] { Buttons.Start, Buttons.Back }, new Keys[] { Keys.Escape }, true); startAction = new InputAction( new Buttons[] { Buttons.A }, new Keys[] { Keys.Enter }, true); currentLevel = lm; }
private List<Entity> GetSelections(LevelManager levelManager) { var selected = new List<Entity>(); var entities = tilesOnly ? levelManager.Level.Tiles : levelManager.Level.Tiles.Concat(levelManager.Level.Entities); foreach (var entity in entities) { if (entity.Preview.Contains( GetMousePosition(), levelManager.RenderManager.TextureCache, Camera.Transform)) { selected.Add(entity); } } return selected; }
public override void InitializePhysics(bool force, IComponentContext engineRegistrations) { if (force || !initialized) { var world = engineRegistrations.Resolve<PhysicsManager>().World; levelManager = engineRegistrations.Resolve<LevelManager>(); engineGame = engineRegistrations.ResolveOptional<EngineGame>(); Physics = BodyFactory.CreateRectangle( world, PhysicsConstants.PixelsToMeters(Width), PhysicsConstants.PixelsToMeters(Height), 1, Position, this); Physics.BodyType = BodyType.Static; Physics.IsSensor = true; _geom = Physics.FixtureList; RegisterCollisions(); initialized = true; } base.InitializePhysics(false, engineRegistrations); }
public override void InitializePhysics(bool force, IComponentContext engineRegistrations) { if (force || !initialized) { var world = engineRegistrations.Resolve<PhysicsManager>().World; TurretPhysics = BodyFactory.CreateRectangle( world, PhysicsConstants.PixelsToMeters(TURRET_SIZE), PhysicsConstants.PixelsToMeters(TURRET_SIZE), 1); levelManager = engineRegistrations.Resolve<LevelManager>(); } base.InitializePhysics(force, engineRegistrations); }