public override void Reload() { winSize = DefaultSettings.Settings["WindowSize"]; PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10); PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag); //PhysicsManager.AddUniversalForce(DefaultForces.Gravity); var world = new List<WorldObject>(); Random rand = new Random(); ActiveMap = new Map(world); // Create map from world // Walls -- invisible var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height); var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height); var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width); var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width); PhysicsManager.MapBodies.Add(w0); PhysicsManager.MapBodies.Add(w1); PhysicsManager.MapBodies.Add(w2); PhysicsManager.MapBodies.Add(w3); // Console.WriteLine("HIT PERIOD TO DISABLE GRFX"); }
public override void Reload() { winSize = DefaultSettings.Settings["WindowSize"]; PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10); PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag); //PhysicsManager.AddUniversalForce(DefaultForces.Gravity); int maxAstroids = 10; var world = new List<WorldObject>(); Random rand = new Random(); var player = new Player( new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)), 0f); world.Add(player); PhysicsManager.ActiveBodies.Add(player); int nx = 30; int ny = 30; var rad = 4f; var buf = 2f; var pos = new Vector2(winSize.Width / 2 - nx * (2f * rad + buf) / 2f, winSize.Height / 2 - ny * (2f * rad + buf) / 2f); for (int xi = 0; xi < nx; xi++) { for (int yi = 0; yi < ny; yi++) { var pert = 0.1f * buf * (float)MathUtils.Rand.NextDouble() * MathUtils.RandDirection(); //minor perturbation from perfect grid. var cent = pos + new Vector2((2f * rad + buf) * xi, (2f * rad + buf) * yi) + pert; var obs = new InertRoid(cent, rad); world.Add(obs); PhysicsManager.ActiveBodies.Add(obs); } } ActiveMap = new Map(world); // Create map from world // Walls -- invisible var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height); var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height); var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width); var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width); PhysicsManager.MapBodies.Add(w0); PhysicsManager.MapBodies.Add(w1); PhysicsManager.MapBodies.Add(w2); PhysicsManager.MapBodies.Add(w3); // Console.WriteLine("CONTROLS:"); Console.WriteLine("[LCLICK] - trigger explosion"); Console.WriteLine("[RCLICK] - infect area"); }
public UIFrame(Vector2 location, Size size, bool isTransparent) { Controls = new List<Control>(); Location = location; ElementSize = size; Transparent = isTransparent; BackgroundImage = null; PleaseDestroy = false; }
public ListBox(Vector2 location, string[] text, SpriteFont font, Color fontColor, Size size) : base(location, size) { Text = new List<string>(text); SelectedItem = 0; Font = font; NormalColor = fontColor; SelectionColor = new Color(255 - NormalColor.R, 255 - NormalColor.G, 255 - NormalColor.B); _cellHeight = font.LineSpacing; DynamicallyResize = false; _bufferWidth = Vector2.Zero; this.KeyDown += new KeyEventHandler(ListBox_KeyDown); this.KeyUp += new KeyEventHandler(ListBox_KeyUp); this.KeyPressDown += new KeyEventHandler(ListBox_KeyPressDown); this.MouseClick += new MouseEventHandler(ListBox_MouseClick); this.MouseDown += new MouseEventHandler(ListBox_MouseDown); }
public override void Reload() { winSize = DefaultSettings.Settings["WindowSize"]; PhysicsManager = new PhysicsEngine(new Region(0, (float)winSize.Width, 0, (float)winSize.Height), 10); PhysicsManager.AddUniversalForce(DefaultForces.LinearDrag); //PhysicsManager.AddUniversalForce(DefaultForces.Gravity); var world = new List<WorldObject>(); ActiveMap = new Map(world); Random rand = new Random(); var player = new Player( new Vector2((float)rand.NextDouble() * (winSize.Width - 50), (float)rand.NextDouble() * (winSize.Height - 50)), 0f); SpawnObject<Actor>(player); // // // int goodRoidNumber = 10; int BadRoidNumber = 5; for (int i = 0; i < goodRoidNumber; i++) { var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50)); var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20; var gr = new GoodRoid(pos, rad, 50f, .1f, Vector2.Zero); SpawnObject<Actor>(gr); } for (int i = 0; i < BadRoidNumber; i++) { var pos = new Vector2((float)MathUtils.Rand.Next(50, (int)winSize.Width - 50), (float)MathUtils.Rand.Next(50, (int)winSize.Height - 50)); var rad = 15f + (float)MathUtils.Rand.NextDouble() * 20; var br = new BadRoid(pos, rad, 50f, .1f, Vector2.Zero); SpawnObject<Actor>(br); } // // // // Walls -- invisible var w0 = new ROIDS.Sandbox.VertWallBody(new Vector2(0, winSize.Height / 2), winSize.Height); var w1 = new ROIDS.Sandbox.VertWallBody(new Vector2(winSize.Width, winSize.Height / 2), winSize.Height); var w2 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, 0), winSize.Width); var w3 = new ROIDS.Sandbox.HorizWallBody(new Vector2(winSize.Width / 2, winSize.Height), winSize.Width); PhysicsManager.MapBodies.Add(w0); PhysicsManager.MapBodies.Add(w1); PhysicsManager.MapBodies.Add(w2); PhysicsManager.MapBodies.Add(w3); // Console.WriteLine("CONTROLS:"); Console.WriteLine("[LCLICK] - launch charge"); Console.WriteLine("[RCLICK] - launch sensor"); Console.WriteLine("[SPACE] - detonate all charges"); }