public World() { m_camera = new Camera(); m_player = new Player(); m_map = new Map(new Vector2i(512, 512)); m_dayLight = new DayLight(m_map, 30, new TimeSpan(9, 0, 0)); s_instance = this; }
//public ParticleEngine ParticleEngine { get; set; } public Zone(Map map, Vector2i id) { m_id = id; m_map = map; Walls = new List<Wall>(); Lights = new List<Light>(); Trees = new List<Tree>(); m_wallRenderer = new SegmentRenderer(); m_lightRenderer = new TriangleFanRenderer(); Floor = new Floor(this); m_treeRenderer = new SpriteRenderer(TreesSprites.Instance); Generate(); }
public DayLight(Map map, double timeOfDay, TimeSpan startTime) { m_graphics = new Graphics(); m_timeOfDay = timeOfDay; //m_currentTime = timeOfDay; m_map = map; m_maxLight = new Color4(1, 1, 1, 1); //m_maxLight = new Color4(0.6f, 0.6f, 0.6f, 1); m_maxDark = new Color4(0.1f, 0.1f, 0.05f, 1); m_startTime = startTime; m_currentTime = (1 - ConvertTimeToDayProgress(m_startTime)) * m_timeOfDay; m_timeStartDay = new TimeSpan(07, 0, 0); m_timeStartNight = new TimeSpan(19, 0, 0); m_timeTransition = new TimeSpan(2, 0, 0); //Framebuffers m_framebufferAllLight = new Framebuffer(); m_textureLight = new Texture2D(); var size = Engine.Display.GetSize(); m_textureLight.SetData<Color4ub>(size.X, size.Y, null); m_framebufferAllLight.Attach(m_textureLight); }