public LevelEditor() { indicator = new Entity(); entities = new List <Entity>(); index = 0; editing = false; gridLock = false; Entity e = new Entity(true, "Block"); e.Tags.Add("Terrain"); Renderable r = new Renderable(e, "Block", "testSheet", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); AABBCollider c = new AABBCollider(e, "", new Vector2(0), 1, 1, ColliderCategory.Terrain, ColliderCategory.Terrain); e.Components.Add(r); e.Components.Add(c); entities.Add(e); e = new Entity(true, "Block"); e.Tags.Add("Terrain"); r = new Renderable(e, "Block", "grass", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); c = new AABBCollider(e, "", new Vector2(0), 1, 1, ColliderCategory.Terrain, ColliderCategory.Terrain); e.Components.Add(r); e.Components.Add(c); entities.Add(e); e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); r = new Renderable(e, "Slock", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, -0.5f, 0.5f, -0.3f); e.Components.Add(r); e.Components.Add(p); entities.Add(e); e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(32, 0, 1, 30, Animation.OnEnd.Loop, 0); p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, -0.5f, -0.3f); e.Components.Add(r); e.Components.Add(p); entities.Add(e); e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(64, 0, 1, 30, Animation.OnEnd.Loop, 0); p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, -0.5f, 0.3f); e.Components.Add(r); e.Components.Add(p); entities.Add(e); e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(96, 0, 1, 30, Animation.OnEnd.Loop, 0); p = new Platform(e, new Vector2(0), 1, 1, 0, 0, -0.5f, 0.5f, 0.3f); e.Components.Add(r); e.Components.Add(p); entities.Add(e); e = new Entity(true, "Platform"); e.Tags.Add("Terrain"); r = new Renderable(e, "Block", "grass", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, 0.5f, -0.3f); e.Components.Add(r); e.Components.Add(p); entities.Add(e); e = new Entity(true, "Emptyblock"); e.Tags.Add("Terrain"); r = new Renderable(e, "Block", "testSheet", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); e.Components.Add(r); entities.Add(e); }
public Entity SelectEntity(int i) { Entity e = new Entity(); switch (i) { case (0): { e = new Entity(true, "Block"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Block", "Dirt", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; AABBCollider c = new AABBCollider(e, "", new Vector2(0), 1, 1, ColliderCategory.Terrain, ColliderCategory.Terrain); e.Components.Add(r); e.Components.Add(c); } break; case (1): { e = new Entity(true, "Grass"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Block", "grass", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; AABBCollider c = new AABBCollider(e, "", new Vector2(0), 1, 1, ColliderCategory.Terrain, ColliderCategory.Terrain); e.Components.Add(r); e.Components.Add(c); } break; case (2): { e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, -0.5f, 0.5f, -0.3f); e.Components.Add(r); e.Components.Add(p); } break; case (3): { e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(32, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, -0.5f, -0.5f); e.Components.Add(r); e.Components.Add(p); } break; case (4): { e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(64, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, -0.5f, 0.5f); e.Components.Add(r); e.Components.Add(p); } break; case (5): { e = new Entity(true, "Slope"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Slope", "tempSlope", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(96, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, -0.5f, 0.5f, 0.5f); e.Components.Add(r); e.Components.Add(p); } break; case (6): { e = new Entity(true, "Platform"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Block", "grass", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; Platform p = new Platform(e, new Vector2(0), 1, 1, 0, 0, 0.5f, 0.5f, -0.3f); e.Components.Add(r); e.Components.Add(p); } break; case (7): { e = new Entity(true, "Emptyblock"); e.Tags.Add("Terrain"); ShaderInfo.Material material; material.Emissive = new Color(0, 0, 0, 255); material.Diffuse = new Color(100, 150, 100, 255); material.Specular = new Color(255, 255, 255, 255); material.Shininess = 0.8f; LightingInfo lighting = new LightingInfo("DirtNormal", material); Renderable r = new Renderable(e, "Block", "Dirt", new Vector2(16), new Vector2(0), new Vector2(1), 32, 32, 0, 0, 0.1f); r.Drawable.AddAnimation(0, 0, 1, 30, Animation.OnEnd.Loop, 0); r.Drawable.ShaderInfo = lighting; e.Components.Add(r); } break; } e.Position = new Vector2(position.X, position.Y); return(e); }