private bool OnStart() { // Create layer that can hold our renderable elements. layer = Layers.CreateDynamic("base"); var andy = ResourceManager.Load <Texture2D>("andy"); var autoscales = new Sprite(300.0f, 300.0f, andy); layer.Add(autoscales); c = new Circle(400.0f, 400.0f, 128.0f, Circle.RoughCircle); c.Fill = Color.White; //c.Texture = ResourceManager.Load<Texture2D>("andy"); c.BorderThickness = 32.0f; layer.Add(c); // Create triangles. for (var i = 0; i < 2; i++) { var triangle = new Triangle(Vector2.Zero, new Vector2(128.0f)); triangle.BorderThickness = 8.0f; triangle.BorderFill = Color.Blue; triangle.Fill = Color.White; triangle.Texture = andy; var transform = triangle.Transform; transform.position.x = 200.0f + 128.0f * i; transform.position.y = 200.0f; triangle.Transform = transform; layer.Add(triangle); } // Test sprite.. var manscales = new Sprite(new Vector2(300.0f), new Vector2(128.0f), andy); layer.Add(manscales); // Create 3 rectangles. for (var i = 0; i < 3; i++) { layer.Add(new Rectangle(100 + 48.0f * i, 100, 32.0f, 32.0f) { BorderThickness = 8.0f }); } // Create particle emitter. ParticleGenerator gen = ParticleGenerator.Empty(); gen.flags |= GeneratorFlags.VaryingVelocity; gen.flags |= GeneratorFlags.VaryingDecayTime; gen.flags |= GeneratorFlags.VaryingSpawnLocation; gen.flags |= GeneratorFlags.VaryingAngularVelocity; gen.flags |= GeneratorFlags.VaryingScale; gen.flags |= GeneratorFlags.UseScaleVelocity; gen.startVelocity = new Vector2(-0.325f, -0.25f); gen.velocityVariance = new Vector2(0.625f, 0.25f); gen.baseDecayTime = 550.0f; gen.decayTimeVariance = 350.0f; gen.spawnLocationMinOffset = new Vector2(-32.0f, 0.0f); gen.spawnLocationMaxOffset = new Vector2(32.0f, 0.0f); gen.baseAngularVelocity = 0.001f; gen.angularVelocityVariance = 0.01f; gen.baseScale = new Vector2(1.0f, 1.0f); gen.scaleVariance = new Vector2(0.5f, 0.5f); gen.baseScaleVelocity = new Vector2(0.001f, 0.001f); gen.scaleVelocityVariance = new Vector2(0.005f, 0.005f); gen.framesToFade = 16; gen.framesToFadeVariance = 4; // TODO: paska osuu tuulettimeen var x = 1280.0f / 2.0f; var y = 600.0f; ParticleEmitter emitter = new ParticleEmitter(gen, andy, new Vector2(x, y), 1024); layer.Add(emitter); var vars = CVars.GetCVars(); Console.WriteLine("CVARS C: {0}", vars.Length); foreach (var cvar in vars) { Console.WriteLine(cvar.ToString() + "\n"); } return(true); }