예제 #1
0
        public cWorld(cGameScene p_scene, Vector2u window_size)
        {
            pScene         = p_scene;
            windowSize     = window_size;
            drawTileBounds = new cAABB(0, 0, 1, 1);

            m_Level1 = new cMapData();
            //m_Level1.Create(100, 100);
            this.LoadLevel("levels/level1.txt");                                                          //("levels/level1.txt");

            m_TextureOfTiles = new RenderTexture((uint)m_WorldBounds.dims.X, (uint)m_WorldBounds.dims.Y); //(windowSize.X, windowSize.Y);
            m_TextureOfTiles.SetActive(true);

            m_TileSetTexture        = cAssetManager.GetTexture("tileSet_16");
            m_TileSetTexture.Smooth = true;

            m_BGtexture          = cAssetManager.GetTexture(Constants.BG_TEXTURE);
            m_BGtexture.Repeated = true;
            m_BGtexture.Smooth   = true;

            background             = new Sprite(m_BGtexture);
            background.TextureRect = new IntRect(0, 0, (int)m_WorldBounds.dims.X, (int)m_WorldBounds.dims.Y); // (int)m_TextureOfTiles.Size.X, (int)m_TextureOfTiles.Size.Y);
            background.Color       = Constants.BACKGROUND_COLOR;

            tempSprite = new Sprite(m_TileSetTexture);
        }
예제 #2
0
        public void ChangeGameState(cGameScene new_state)
        {
            if (m_CurrentState != null)
            {
                m_CurrentState.Exit();
            }

            //m_LastState = m_CurrentState;
            m_CurrentState = new_state;
            m_CurrentState.Enter();
        }
예제 #3
0
        //Dictionary<int, cGameObject> entityMap;

        public cEntityPool(cGameScene scene, Vector2f world_size, cPlayer p_player)
        {
            this.pScene    = scene;
            this.worldSize = world_size;
            this.pPlayer   = p_player;
            this.bullets   = new List <cBullet>();
            this.monsters  = new List <cMonster>();

            this.treeMonsters = new cQuadTree <cMonster>(1, scene.World.WorldBounds);
            this.pickups      = new Dictionary <int, cPickupAble>();
            this.spatialGrid  = new cSpatialGrid(worldSize);
            //this.treeBullets = new cQuadTree<cBullet>(1, scene.World.WorldBounds);
        }