public override void Draw(RenderingCore _renderingCore) { SpriteBatch batch = _renderingCore.spriteBatch; //Is there a PhysicsObject? PhysicsObject po = gameObject.GetComponent<PhysicsObject>(); if (po == null) return; //Is there a collider? Collider c = po.GetPhysicsComponent<Collider>(); if (c == null) { //Draw a point? } else { } }
public static RunLevel LoadLevel(string path,RenderingCore renderCore) { RunLevel level = new RunLevel(); FileLoader.activeFormat = FileFormat.NameFirst; FileLoader.activeReader = new StreamReader(File.Open(path, FileMode.Open)); RenderGroup group = new RenderGroup("levelScenery"); level.name = (string)FileLoader.Load(string.Empty); level.background = new RenderImage(renderCore, null, group, 0); level.background.camAffected = true; level.background.image = (Texture2D)FileLoader.Load(new Texture2D(renderCore.graphicsDevice,1,1)); renderCore.objects.Add(level.background); level.obstacles = new List<IObstacle>(); List<Obstacle> list = FileLoader.loadList<Obstacle>(); foreach (Obstacle obstacle in list) { level.obstacles.Add(obstacle); } RenderGroup obstacleGroup = new RenderGroup("Obstacles"); foreach(IObstacle obstacle in level.obstacles) { obstacle.parent = renderCore; obstacle.position = new Vector2(obstacle.position.X, obstacle.position.Y + renderCore.settings.screensize.Y - obstacle.getcurrentAnimation().size.Y); Vector2 scale = new Vector2(renderCore.settings.screensize.X / renderCore.settings.standardsize.X, renderCore.settings.screensize.Y / renderCore.settings.standardsize.Y); obstacle.position = new Vector2(obstacle.position.X * scale.X, obstacle.position.Y * scale.Y); obstacle.layer = 1; obstacleGroup.objects.Add(obstacle); } obstacleGroup.AddEverythingToRenderingCore(renderCore); return level; }
public virtual void Draw(RenderingCore _renderingCore) { }
public void Initialize() { FileLoader.LoadDataTypes(); FileLoader.contentManager = game.Content; renderCore = new RenderingCore(game.GraphicsDevice, game.Content); inputManager = new InputManager("Keyboard"); renderCore.settings.standardsize = new Vector2(1280, 1024); renderCore.settings.standardFont = game.Content.Load<SpriteFont>("Fonts/standardFont"); player = new Player(this); gameStates = new List<GameState>(); //setGameState(new GameStatePressStart(this),true,false); setGameState(new GameStateOnTheRun(this), true, false); }