GameWorld(GameSession session) { Session = session; Entities = new List <Entity>(512); EntityQueue = new List <Entity>(64); // Particles Particles = new List <Particle>(8192); // Load lighting Lighting = new LightingManager(session.Game); // Physics Physics = new World(new Vector2(0, 0)) { Tag = this }; // Physical engine debug view DebugView = new DebugView(Physics) { Enabled = true }; DebugView.LoadContent(Game.GraphicsDevice, Game.Content); // Default camera _camera = new Camera(Game); PrepareRenderData((int)Game.Resolution.X, (int)Game.Resolution.Y); Game.OnResolutionChange += PrepareRenderData; }
public override void LoadContent() { if (World == null) { World = new World(Vector2.Zero); World.JointRemoved += JointRemoved; } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugView(World); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(Framework.GraphicsDevice, Framework.Content); } DebugView.Flags = _flags; _flagsChanged = false; if (Camera == null) { Camera = new Camera2D(Framework.GraphicsDevice); } else { Camera.ResetCamera(); } base.LoadContent(); }
public virtual void Initialize() { DebugView = new DebugView(World); DebugView.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); this.WorldMouseTestUtility = new WorldMouseTestUtility(World, GameInstance); }
public void SetUpCamera() { debugView = new DebugView(world); debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.PolygonPoints); debugView.LoadContent(GraphicsDevice, Content); viewport = GraphicsDevice.Viewport; camera = new Camera(viewport); }
public void LoadContent(GraphicsDevice graphics, ContentManager content) { this.font = content.Load <SpriteFont>("DiagnosticsFont"); device = graphics; _debugView.LoadContent(graphics, content); camera = new Camera(graphics.Viewport, new Rectangle(0, 0, 2400, 1600)); camera.SetViewTarget(player.controller); }
public void createGame() { //CREATE GRAVITY world = new World(new Vector2(0, -9.8f)); spriteBatch = new SpriteBatch(GraphicsDevice); _spriteBatchEffect = new BasicEffect(graphics.GraphicsDevice); _spriteBatchEffect.TextureEnabled = true; //LOAD TEXTURES roadTexture = Content.Load <Texture2D>("spaceplatform"); playerTexture = Content.Load <Texture2D>("Astronaut"); obstacleTextureJ = Content.Load <Texture2D>("drone"); obstacleTextureC = Content.Load <Texture2D>("alien3"); font = Content.Load <SpriteFont>("8bitletters"); //CREATE ROADS RoadManager = new Road(roadTexture); _road1 = new List <Road>(); _road1 = RoadManager.CreateRoad(_road1, 1, world); _road2 = new List <Road>(); _road2 = RoadManager.CreateRoad(_road2, 2, world); _road3 = new List <Road>(); _road3 = RoadManager.CreateRoad(_road3, 3, world); //CREATE PLAYER _player = new Player(playerTexture); _player.SetPlayerPhysics(world); _cameraPosition = new Vector3(_player.getBody().Position.X + 20f, _player.getBody().Position.Y, 0); //CREATE OBSTACLES ObstacleManagerJ = new Obstacle(obstacleTextureJ); _jumpObstacles1 = new List <Obstacle>(); _jumpObstacles2 = new List <Obstacle>(); _jumpObstacles3 = new List <Obstacle>(); ObstacleManagerC = new Obstacle(obstacleTextureC); _crouchObstacles1 = new List <Obstacle>(); _crouchObstacles2 = new List <Obstacle>(); _crouchObstacles3 = new List <Obstacle>(); _jumpObstacles1 = ObstacleManagerJ.IntializeObstacles(_jumpObstacles1, _road1, true, world); _crouchObstacles1 = ObstacleManagerC.IntializeObstacles(_crouchObstacles1, _road1, false, world); _jumpObstacles2 = ObstacleManagerJ.IntializeObstacles(_jumpObstacles2, _road2, true, world); _crouchObstacles2 = ObstacleManagerC.IntializeObstacles(_crouchObstacles2, _road2, false, world); _jumpObstacles3 = ObstacleManagerJ.IntializeObstacles(_jumpObstacles3, _road3, true, world); _crouchObstacles3 = ObstacleManagerC.IntializeObstacles(_crouchObstacles3, _road3, false, world); //CREATE DEBUGGER debugView = new DebugView(world); debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.PolygonPoints); debugView.LoadContent(GraphicsDevice, Content); }
public override void Initialize() { base.Initialize(); debugView2 = new Diagnostics.DebugView(world2); debugView3 = new Diagnostics.DebugView(world3); debugView4 = new Diagnostics.DebugView(world4); debugView2.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); debugView3.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); debugView4.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); }
/// <summary> /// Inicializace všech objektů nutných pro existenci scény. /// </summary> public virtual void Load() { if (DebugView == null) { DebugView = new DebugView(Demo.World3D.World2D); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.TextColor = Color.Black; DebugView.LoadContent(Demo.GraphicsDevice, Demo.Content); } }
public override void LoadContent() { base.LoadContent(); if (World == null) { World = new World(Vector2.Zero); World.JointRemoved += JointRemoved; } else { World.Clear(); } // enable multithreading World.ContactManager.VelocityConstraintsMultithreadThreshold = 256; World.ContactManager.PositionConstraintsMultithreadThreshold = 256; World.ContactManager.CollideMultithreadThreshold = 256; if (DebugView == null) { DebugView = new DebugView(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } HiddenBody = World.CreateBody(Vector2.Zero); // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public void LoadContent(ContentManager contentManager) { CollisionWorld = new World(new Vector2(0, 10)); debugView = new DebugView(CollisionWorld); debugView.LoadContent(DemoGame.graphics.GraphicsDevice, contentManager); foreach (var layer in Layers) { layer.level = this; layer.LoadContent(contentManager); if (layer.Name == "Mountains") { layer._postProcessors.Add(new WaterReflectionPostProcessor(context)); } foreach (var item in layer.Items) { if (item is SpriteObject sprite) { sprite.context = context; } item.layer = layer; item.LoadContent(contentManager); item.Initialize(); } } render_target = new RenderTarget2D(context.graphics, context.graphics.Viewport.Width, context.graphics.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents); this._postProcessors.Add(new FogPostProcessor(context)); context.camera.Bounds = LevelBounds; LevelBounds.Inflate((int)(0.05 * LevelBounds.Width), (int)(0.05 * LevelBounds.Height)); var song = "level" + Rand.GetRandomInt(1, 4); AudioManager.PlaySoundTrack(song, true, false); AudioManager.MusicVolume = 0.1f; }
public override void LoadContent() { if (World == null) { World = new World(Vector2.Zero); World.JointRemoved += JointRemoved; // enable multithreading World.ContactManager.VelocityConstraintsMultithreadThreshold = 256; World.ContactManager.PositionConstraintsMultithreadThreshold = 256; World.ContactManager.CollideMultithreadThreshold = 256; } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugView(World); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(Framework.GraphicsDevice, Framework.Content); } DebugView.Flags = _flags; _flagsChanged = false; if (Camera == null) { Camera = new Camera2D(Framework.GraphicsDevice); } else { Camera.ResetCamera(); } base.LoadContent(); }
protected override void Initialize() { World = new World(Vector2.UnitY * -10 * PhysicsScale); DebugView = new DebugView(World); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(GraphicsDevice, Content); if (Debug.DISPLAY_COLLIDERS) { DebugView.AppendFlags(DebugViewFlags.DebugPanel); } ScreenManager = new ScreenManager(this, new GameScreen[] { new Background(), new MainMenu() }); Components.Add(ScreenManager); PhysicsProjectionMatrix = Matrix.CreateOrthographicOffCenter(0, DisplayWidth, DisplayHeight, 0, 0, -100) * Matrix.CreateScale(PhysicsScale, -PhysicsScale, 1) * Matrix.CreateTranslation(PhysicsScale, PhysicsScale, 0); StandardTransformMatrix = Matrix.CreateTranslation(DisplayWidth / 2, -DisplayHeight / 2, 0) * Matrix.CreateScale(1, -1f, 1); ViewMatrix = Matrix.CreateLookAt(Vector3.Zero, Vector3.Forward, Vector3.Up); base.Initialize(); }
protected override void Initialize() { base.Initialize(); Graphics = GraphicsDevice; //Initialize physics tainicom.Aether.Physics2D.Settings.MaxPolygonVertices = 16; world = new World(Vector2.Zero); debugView = new DebugView(world); debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.PolygonPoints); debugView.LoadContent(GraphicsDevice, Content); //Create player player = new Player(Content, CarType.SPORT, world, adjustedSpeed); player.DodgeCompleteCallback = DodgeCompleted; player.CoinGetCallback = CoinGet; //Create objects environment = new EnvironmentManager(Content, world); trafficManager = new TrafficManager(Content, world); //Setup graphics Lighting.Initialize(); effect = Content.Load <Effect>("effect"); postProcessor = new PostProcessor(spriteBatch, Content.Load <Effect>("desaturate")); //Setup GUI scoreUI = new ScoreUI(); gameOverUI = new GameOverUI(); fpsUI = new FPSUI(); countdownUI = new CountdownUI(); titleUI = new TitleUI(); //Setup input InputManager.Initialize(); }
public virtual void Initialize() { DebugView = new DebugView(World); DebugView.LoadContent(GameInstance.GraphicsDevice, GameInstance.Content); }
public void LoadContent() { _world = new World(); // enable multithreading _world.ContactManager.VelocityConstraintsMultithreadThreshold = 256; _world.ContactManager.PositionConstraintsMultithreadThreshold = 256; _world.ContactManager.CollideMultithreadThreshold = 256; var entities = Scene.GetEntities(_ => MatchActiveEntitiesAndComponents(_)); for (int i = 0; i < entities.Count; i++) { var entity = entities[i]; var bodyComponent = entity.GetComponent <BodyComponent>(); Fixture fixture = null; switch (bodyComponent.EntityShape) { case EntityShape.Circle: fixture = bodyComponent.CreateCircle(bodyComponent.Radius, bodyComponent.Density, Vector2.Zero); break; case EntityShape.Ellipse: fixture = bodyComponent.CreateEllipse(bodyComponent.Size.X * 0.5f, bodyComponent.Size.Y * 0.5f, 8, bodyComponent.Density); break; case EntityShape.Rectangle: fixture = bodyComponent.CreateRectangle(bodyComponent.Size.X, bodyComponent.Size.Y, bodyComponent.Density, Vector2.Zero); break; case EntityShape.Polygon: var vertices = new Vertices(bodyComponent.Vertices); fixture = bodyComponent.CreatePolygon(vertices, bodyComponent.Density); break; } _world.Add(bodyComponent); bodyComponent.Tag = entity.UniqueId; bodyComponent.Position = entity.Position; bodyComponent.Rotation = entity.Rotation; if (fixture != null) { fixture.Restitution = bodyComponent.Restitution; fixture.Friction = bodyComponent.Friction; } } ; if (Scene.GameCore.DebugActive && entities.Any()) { _debugView = new DebugView(_world); _debugView.AppendFlags(DebugViewFlags.Shape); _debugView.AppendFlags(DebugViewFlags.Joint); _debugView.AppendFlags(DebugViewFlags.PerformanceGraph); _debugView.AppendFlags(DebugViewFlags.DebugPanel); _debugView.DefaultShapeColor = Color.Orange; _debugView.SleepingShapeColor = Color.DodgerBlue; _debugView.TextColor = Color.Black; _debugView.StaticShapeColor = Color.Red; _debugView.LoadContent(Scene.GameCore.GraphicsDevice, Scene.GameCore.Content); } }