public TestRendering(IoCContainer container) { camera = new Camera2D(); RenderDelegateChainStep renderStep = new RenderDelegateChainStep("TestRendering", Render); container.Resolve<IUIRenderChain>().RegisterStep(renderStep); IInput input = container.Resolve<IInput>(); input.AddBinding(string.Empty, false, false, false, System.Windows.Forms.Keys.Up, null, (s, e) => { camera.Position += Vector3.UnitY; }); input.AddBinding(string.Empty, false, false, false, System.Windows.Forms.Keys.Down, null, (s, e) => { camera.Position -= Vector3.UnitY; }); input.AddBinding(string.Empty, false, false, false, System.Windows.Forms.Keys.Left, null, (s, e) => { camera.Position += Vector3.UnitX; }); input.AddBinding(string.Empty, false, false, false, System.Windows.Forms.Keys.Right, null, (s, e) => { camera.Position -= Vector3.UnitX; }); IDeviceContextService deviceContextService = container.Resolve<IDeviceContextService>(); DeviceContext context = deviceContextService.Context; deviceContextService.Form.ResizeEnd += new EventHandler(Form_ResizeEnd); _texture = Texture2D.FromFile(context, "Resources\\Helix.jpg", Usage.None, Pool.Managed); _elements = new TexturedElement[250]; for (int i = 0; i < _elements.Length; i++) { _elements[i] = new TexturedElement(new SharpDX.Vector2(50, 50)); _elements[i].Position = new Vector2(i * 20, i * 20); } _vertices = new Vertices<VertexPositionTexture>(context, new VertexPositionTexture() { Position = new Vector3(-0.5f, -0.5f, 0), TextureCoordinate = new Vector2(0, 0) }, new VertexPositionTexture() { Position = new Vector3(-0.5f, 0.5f, 0), TextureCoordinate = new Vector2(1, 0) }, new VertexPositionTexture() { Position = new Vector3( 0.5f, -0.5f, 0), TextureCoordinate = new Vector2(0, 1) }, new VertexPositionTexture() { Position = new Vector3( 0.5f, 0.5f, 0), TextureCoordinate = new Vector2(1, 1) }); }
public World(IoCContainer container) { IConfiguration config = container.Resolve<IConfiguration>(); _container = container; _install = config.GetValue<InstallLocation>(ConfigSections.Client, ConfigKeys.InstallLocation); _camera = new Camera2D(); _facets = new List<Facet>(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); GDevice = GraphicsDevice; #if LOCALHOST Network = new Network.NetworkClient("localhost", 9000); #endif #if EC2 Network = new Network.NetworkClient("sobriety.dyndns.org", 9000); #endif UIManager.Init(GDevice); Terrain = new World.TerrainManager(); Character = new PlayerController(); Camera = new Camera2D(); // TODO: use this.Content to load your game content here }
private void Initialize() { _camera = new Camera2D(this); _camera.NearClip = -1000; _camera.FarClip = 1000; _camera.Position = new Vector2(1496, 1624); _inputService = (IInputService)Services.GetService(typeof(IInputService)); _inputService.MouseMove += _inputService_MouseMove; _inputService.KeyDown += _inputService_KeyDown; _textureFactory = new TextureFactory(this); _maps = new Maps(this); _shader = new DiffuseShader(this); _renderer = new DeferredRenderer(this); Tracer.Info("Loading Content..."); LoadContent(); }
private void Initialize() { _camera = new Camera2D(this); _camera.NearClip = -1000; _camera.FarClip = 1000; _camera.Position = new Vector2(1496, 1624); _renderer = _kernel.Get<IRenderer>(); IUserInterfaceManager userInterface = _kernel.Get<IUserInterfaceManager>(); ITextureFactory textureFactory = _kernel.Get<ITextureFactory>(); IUserInterfaceRenderer userInterfaceRenderer = _kernel.Get<IUserInterfaceRenderer>(); IInputService inputService = _kernel.Get<IInputService>(); BackgroundElement element = new BackgroundElement(userInterface, 5054); element.Position = new Vector2(50, 50); element.Size = new Vector2(300, 300); TextElement t = new TextElement(userInterface, 0, "This is a test."); t.Position = new Vector2(60, 60); userInterface.Add(element); userInterface.Add(t); Bind(_renderer); Bind(inputService); Bind(textureFactory); Bind(userInterface); Bind(userInterfaceRenderer); Tracer.Info("Initializing Resources..."); foreach (IResourceContainer resource in _resouces) resource.CreateResources(); }