//TODO: debugview in eiegene componente auslagern public WorldManager() { this.WorldStep = 30f; this.IsEnabled = true; this.EntitiesInRange = new List <Entity>(); this.World = new World(Vector2.Zero); #if DEBUG debug = new DebugViewXNA(this.World); debug.DefaultShapeColor = Color.White; debug.SleepingShapeColor = Color.LightGray; // debug.AppendFlags(DebugViewFlags.PerformanceGraph); // debug.AppendFlags(DebugViewFlags.DebugPanel); debug.AppendFlags(DebugViewFlags.ContactPoints); // debug.AppendFlags(DebugViewFlags.ContactNormals); // debug.AppendFlags(DebugViewFlags.PolygonPoints); debug.AppendFlags(DebugViewFlags.Controllers); debug.AppendFlags(DebugViewFlags.CenterOfMass); debug.AppendFlags(DebugViewFlags.AABB); debug.RemoveFlags(DebugViewFlags.Joint); #endif }
public void InitializePhysics(GraphicsDevice graphics, ContentManager Content) { // Catching Viewport dimensions ViewportWidth = graphics.Viewport.Width; ViewportHeight = graphics.Viewport.Height; if (Penumbra == null) { Penumbra = new PenumbraComponent(graphics, Content); } // Our world for the physics body _World = new World(Vector2.Zero); // Unit conversion rule to get the right position data between simulation space and display space ConvertUnits.SetDisplayUnitToSimUnitRatio(MeterInPixels); // Initialize the physics debug view PhysicsDebugView = new DebugViewXNA(_World); PhysicsDebugView.LoadContent(graphics, Content); PhysicsDebugView.RemoveFlags(DebugViewFlags.Controllers); PhysicsDebugView.RemoveFlags(DebugViewFlags.Joint); PhysicsDebugView.RemoveFlags(DebugViewFlags.Shape); PhysicsDebugView.DefaultShapeColor = new Color(255, 255, 0); }
public override void OnEnter() { SceneManager.Instance.UseDof = true; LoadLevel(); GameWorldManager.Instance.SaveState(); Platform.Instance.PhysicsWorld.Gravity = new Vector2(0f, 9.82f); FrameUpdateManager.Instance.Register(HintManager.Instance); _actionReset = false; _debugViewState = false; _actionToggleDebugView = false; _debugView = new DebugViewXNA(Platform.Instance.PhysicsWorld); _debugView.LoadContent(Platform.Instance.Device, Platform.Instance.Content); //_debugView.RemoveFlags( DebugViewFlags.Joint ); //_debugView.AppendFlags( DebugViewFlags.PerformanceGraph ); _debugView.TextColor = Color.Black; _view = Matrix.Identity; Song song = _contentManager.Load <Song>("music/Beluga_-_Lost_In_Outer_Space"); Platform.Instance.SoundManager.PlayMusic(song); FrameUpdateManager.Instance.Register(SceneManager.Instance); SceneManager.Instance.SortByLayer(); }
public Physics(Engine engine) : base(engine) { // this should probably never change PixelsPerMeter = Global.Configuration.GetFloatConfig("Physics", "PixelsPerMeter"); World = new World(new Vector2(0.0f, 9.8f)); DebugView = new DebugViewXNA(World); DebugView.LoadContent(Global.Game.GraphicsDevice, Engine.Content); uint flags = 0; flags += (uint)DebugViewFlags.AABB; flags += (uint)DebugViewFlags.CenterOfMass; flags += (uint)DebugViewFlags.ContactNormals; flags += (uint)DebugViewFlags.ContactPoints; flags += (uint)DebugViewFlags.DebugPanel; flags += (uint)DebugViewFlags.Joint; flags += (uint)DebugViewFlags.Pair; flags += (uint)DebugViewFlags.PolygonPoints; flags += (uint)DebugViewFlags.Shape; DebugView.Flags = (DebugViewFlags)flags; DrawOrder = int.MaxValue; }
public FarseerManager(bool main, KinectRagdollGame game) { //world.ContactManager = new ContactManager(); world = new World(new Vector2(0, -20)); debugview = new DebugViewXNA(world); debugview.Flags = FarseerPhysics.DebugViewFlags.TexturedShape | FarseerPhysics.DebugViewFlags.RagdollCustom; //World loaded = Serializer.readFromDataContract("graph.xml"); //world.JointList.AddRange(loaded.JointList); //world.BodyList.AddRange(loaded.BodyList); this.game = game; //world = new World(new Vector2(0, 0)); rand = new Random(); if (main) { Main = this; } }
/// <summary> /// Call this in LoadContent after all the level is set up /// </summary> public void ExtablishDebugView(GraphicsDevice graphicsDevice, ContentManager content) { //Give your world to debugView DebugView = new DebugViewXNA(LevelWorld); //DebugView have many Property you can add DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.LightPink; DebugView.SleepingShapeColor = Color.MediumPurple; //add your GraphicsDevice & your ContentManager DebugView.AppendFlags(DebugViewFlags.CenterOfMass); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); DebugView.AppendFlags(DebugViewFlags.Shape); DebugView.AppendFlags(DebugViewFlags.ContactPoints); DebugView.AppendFlags(DebugViewFlags.PolygonPoints); DebugView.AppendFlags(DebugViewFlags.ContactNormals); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.DebugPanelPosition = Vector2.Zero; DebugView.PerformancePanelBounds = graphicsDevice.ScissorRectangle; DebugView.LoadContent(graphicsDevice, content); }
public override void LoadContent() { _debug = new DebugViewXNA(_world); _debug.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); _debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debug.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); }
public ControllerViewManager(GraphicsDevice graphicsDevice, ContentManager content) { controllers = new List <Controller>(); views = new List <IView>(); this.content = content; this.graphicsDevice = graphicsDevice; this.batch = new SpriteBatch(graphicsDevice); this.world = new World(new Vector2(0, Constants.GamePlayGravity)); this.controllerQueue = new ConcurrentQueue <Tuple <Controller, QueueState> >(); this.viewQueue = new ConcurrentQueue <Tuple <IView, QueueState> >(); if (Constants.DebugMode && debugView == null) { debugView = new DebugViewXNA(world); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.DefaultShapeColor = Color.Red; debugView.SleepingShapeColor = Color.Green; debugView.LoadContent(graphicsDevice, content); } if (camera == null) { Viewport v = graphicsDevice.Viewport; camera = new Camera2D(graphicsDevice); camera.Position = new Vector2(v.Width / 2, v.Height / 2); } else { camera.ResetCamera(); } }
public override void LoadContent() { base.LoadContent(); if (World == null) { return; } DebugView = new DebugViewXNA(World); DebugView.AppendFlags(DebugViewFlags.TexturedShape); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager); Vector2 gameWorld = Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth, ScreenManager.Camera.ScreenHeight)); _border = new Border(World, gameWorld.X, gameWorld.Y, 1f); ScreenManager.Camera.ProjectionUpdated += UpdateScreen; // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// LoadContent is called once per instance of screen and is used to /// load all of the graphical content /// </summary> public override bool LoadContent() { bool success = base.LoadContent(); if (success) { this.world = new World(new Vector2(0f, 9.81f * this.gravityScalar)); this.map = MapLoader.Initialize(this.maps[0], this); if (this.map == null || !MapLoader.LoadCurrentMap()) { System.Console.WriteLine(string.Format(CultureInfo.CurrentCulture, "Loading of Map: {0} has failed!", this.maps[0])); success = false; } else { this.debugView = new DebugViewXNA(this.world); this.debugView.DefaultShapeColor = Color.White; this.debugView.SleepingShapeColor = Color.LightGray; this.debugView.LoadContent(this.GraphicsDevice, MainGame.ContentManager); this.debugViewMatrix = Matrix.CreateOrthographicOffCenter(0f, ConvertUnits.ToSimUnits(this.map.Width), ConvertUnits.ToSimUnits(this.map.Height), 0f, 0f, .01f); } if (this.map.Players.Count() > 0) { this.Camera.Following = this.map.Players.ElementAt(0); SoundController.Map = this.map; SoundController.Listener = this.map.Players.ElementAt(0).Listener; } } return(success); }
private void TryInitPhysDbg() { if (Physics.World == null) { dbgv_?.Dispose(); return; } if (dbgv_ != null) { return; } dbgv_ = new DebugViewXNA(Physics.World); dbgv_.LoadContent(Graphics.Device, Content.Manager); dbgv_.RemoveFlags((DebugViewFlags)Int32.MaxValue); // dbgv_.AppendFlags(DebugViewFlags.AABB); dbgv_.AppendFlags(DebugViewFlags.CenterOfMass); // dbgv_.AppendFlags(DebugViewFlags.ContactNormals); dbgv_.AppendFlags(DebugViewFlags.ContactPoints); // dbgv_.AppendFlags(DebugViewFlags.Controllers); // dbgv.AppendFlags(DebugViewFlags.DebugPanel); dbgv_.AppendFlags(DebugViewFlags.Joint); // dbgv.AppendFlags(DebugViewFlags.PerformanceGraph); dbgv_.AppendFlags(DebugViewFlags.PolygonPoints); dbgv_.AppendFlags(DebugViewFlags.Shape); }
private void OnLevelSelected() { _level = PrefabRepository.Instance.GetLevelPrefab(@"Content\Levels\" + _levelName + ".eql"); GameWorldManager.Instance.SetState(_level._savedState); GameWorldManager.Instance.LoadLastState(); LoadLevel(); Platform.Instance.PhysicsWorld.Gravity = Vector2.UnitY * Platform.Instance.PhysicsWorld.Gravity.Length(); _debugViewState = false; _actionToggleDebugView = false; _debugView = new DebugViewXNA(Platform.Instance.PhysicsWorld); _debugView.LoadContent(Platform.Instance.Device, Platform.Instance.Content); //_debugView.RemoveFlags( DebugViewFlags.Joint ); //_debugView.AppendFlags( DebugViewFlags.PerformanceGraph ); _debugView.TextColor = Color.Black; _view = Matrix.Identity; //Song song = _contentManager.Load<Song>( "music/Beluga_-_Lost_In_Outer_Space" ); //Platform.Instance.SoundManager.PlayMusic( song ); FrameUpdateManager.Instance.Register(HintManager.Instance); FrameUpdateManager.Instance.Register(SceneManager.Instance); _levelLoaded = true; }
public static void Draw(DebugViewXNA debug) { for (int i = 0; i < currentCount - 1; i++) { debug.DrawSegment(currentPath[i].Position, currentPath[i + 1].Position, Color.Green, 0.04f); } }
/// <summary> /// Ends the drawing of text for this frame. /// </summary> public static void EndPanelText(DebugViewXNA debugView) { for (var i = 0; i < _panelText.Count; i++) { debugView.DrawString((TextPanelTopLeftCorner + FontLineSpacing * i), _panelText[i]); } }
public override void LoadContent() { base.LoadContent(); if (World == null) return; DebugView = new DebugViewXNA(World); DebugView.AppendFlags(DebugViewFlags.TexturedShape); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.ContentManager); Vector2 gameWorld = Camera2D.ConvertScreenToWorld(new Vector2(ScreenManager.Camera.ScreenWidth, ScreenManager.Camera.ScreenHeight)); _border = new Border(World, gameWorld.X, gameWorld.Y, 1f); ScreenManager.Camera.ProjectionUpdated += UpdateScreen; // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
/// <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); if (world == null) { world = new World(new Vector2(0, 9.82f)); } else { world.Clear(); } this.IsMouseVisible = true; lvlBuilder = new LevelBuilder(Content, world); lvlBuilder.readLevel("level1.txt"); backgroundTexture = Content.Load <Texture2D>("cornflowerback"); objectList = lvlBuilder.getLevelObjects(); //FarseerPhysics.Collision font = Content.Load <SpriteFont>("font"); debugView = new DebugViewXNA(world); debugView.LoadContent(this.GraphicsDevice, this.Content); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.PolygonPoints); //debugView.AppendFlags(FarseerPhysics.DebugViewFlags.DebugPanel); debugView.AppendFlags(FarseerPhysics.DebugViewFlags.CenterOfMass); // TODO: use this.Content to load your game content here }
public Actor() { theMaster = Master.theMaster; theRenderman = theMaster.Renderer; if (moveSpeed == 0) moveSpeed = radius = density = width = height = 10f; }
/// <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); font = Content.Load <SpriteFont>("font"); cursor = new SpriteSheet("cursor"); cursor.LoadTexture(Content, 1, 1); cursor.SetScale(2f); cursor.SetCurrentSprite(0, 0); movePointer = new SpriteAnimation("movepointer", Content, 8, 1); movePointer.SetScale(1f); for (int i = 0; i < 8; i++) { movePointer.AddFrame(i, 0, 50); } if (DebugView == null) { DebugView = new DebugViewXNA(Physics.World); DebugView.AppendFlags(DebugViewFlags.DebugPanel); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.Red; DebugView.LoadContent(GraphicsDevice, Content); } }
public void Initialize(bool editor, ContentManager content) { this.spriteBatch = new SpriteBatch(GameLoop.gameInstance.GraphicsDevice); _flipFlop = new RenderTargetFlipFlop(ref spriteBatch); _flipFlop.Initialise(); _Gravitation = new Vector2(0.0f, 9.8f); Physics = new World(_Gravitation); debugView = new DebugViewXNA(Level.Physics); Camera.initialize(GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); Camera.Position = new Vector2(GameSettings.Default.resolutionWidth / 2, GameSettings.Default.resolutionHeight / 2); Camera.Scale = GameSettings.Default.gameCamScale; if (editor) { ParticleManager.initializeInEditor(content); } else { ParticleManager.initialize(); } this.GraphicsEnabled = true; this.DebugViewEnabled = false; this._contentPath = Path.Combine(Directory.GetCurrentDirectory(), "Content"); foreach (Layer l in layerList) { l.initializeLayer(); } }
public override void LoadContent() { if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(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 Engine(Game game) { this.Game = game; this.World = new World(Vector2.Zero); this.PerspectiveManager = new PerspectiveManager(); this.UISpriteBatch = new SpriteBatch(this.Game.GraphicsDevice); this.worldView = new DebugViewXNA(this.World); var now = DateTime.Now; this.InputScheduler = new HistoricalScheduler(now); this.UpdateScheduler = new HistoricalScheduler(now); this.PrePhysicsScheduler = new HistoricalScheduler(now); this.PostPhysicsScheduler = new HistoricalScheduler(now); this.PostDrawScheduler = new HistoricalScheduler(now); this.Keyboard = new ReactiveKeyboard(this.InputScheduler); this.Mouse = new ReactiveMouse(this); this.Logger = new DebugLogger(this); this.Logger.Initialize().Attach(); this.worldView.LoadContent(this.Game.GraphicsDevice, this.Game.Content); }
public void Initialize() { renderTargets = new RenderTarget2D[5]; renderTargets[1] = new RenderTarget2D(GameLoop.gameInstance.GraphicsDevice, GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); renderTargets[2] = new RenderTarget2D(GameLoop.gameInstance.GraphicsDevice, GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); renderTargets[3] = new RenderTarget2D(GameLoop.gameInstance.GraphicsDevice, GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); renderTargets[4] = new RenderTarget2D(GameLoop.gameInstance.GraphicsDevice, GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); this.spriteBatch = new SpriteBatch(GameLoop.gameInstance.GraphicsDevice); _Gravitation = new Vector2(0.0f, 9.8f); Physics = new World(_Gravitation); debugView = new DebugViewXNA(Level.Physics); Camera.initialize(GameSettings.Default.resolutionWidth, GameSettings.Default.resolutionHeight); Camera.Position = new Vector2(GameSettings.Default.resolutionWidth / 2, GameSettings.Default.resolutionHeight / 2); Camera.Scale = 0.4f; ParticleManager.initialize(); this.GraphicsEnabled = true; this.DebugViewEnabled = false; this._contentPath = Path.Combine(Directory.GetCurrentDirectory(), "Content"); foreach (Layer l in layerList) { l.initializeLayer(); } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); background = Content.Load <Texture2D>("sky"); foreground = Content.Load <Texture2D>("nearback"); world = new World(new Vector2(0, 1f)); debugView = new DebugViewXNA(world); camera = new Camera(this); camera.Position = new Vector2(22, 20); debugView.LoadContent(GraphicsDevice, Content); playerController.LoadContent(); badger = new ScrapBadger(this, new Vector2(23, 4)); badger.Rotate(20f * 0.0174532925f); crate = new Crate(this, new Vector2(26, 2)); //XmlLoader loader = new XmlLoader(); //loader.LoadLevel(ref entityList); terrain.LoadContent(); terrain.CreateGround(world); //Init(); }
protected PhysicsGameScreen() { HasCursor = false; World = null; Camera = null; DebugView = null; EnabledGestures = GestureType.None; }
public Map(GraphicsDevice pDevice, ContentManager content, int pTileWidth, int pTileHeight, int pWidth, int pHeight) { ConvertUnits.SetDisplayUnitToSimUnitRatio(100); entityList = new List<MapEntity>(); verticesList = new List<Vector2>(); //light = content.Load<Texture2D>("lightmask"); effect = content.Load<Effect>("File"); //effect.Parameters["lightMask"].SetValue(light); prevState = Keyboard.GetState(); hud = new Hud(new string[] { "Undertale is bad,\nand so am I." }, content); speaking = false; blocks = new List<Body>(); tileWidth = pTileWidth; tileHeight = pTileHeight; width = pWidth; height = pHeight; g = pDevice; cont = content; menu = new Menu(content, null); camera = new Camera2D(pDevice); debug = content.Load<Texture2D>("overworld_gutter"); tMap = content.Load<TiledMap>("Map/Tazmily/Tazmily"); mapRenderer = new TiledMapRenderer(pDevice); world = new World(Vector2.Zero); //world.ContactManager.OnBroadphaseCollision += BroadphaseHandler; //world.ContactManager.EndContact += EndContactHandler; debugView = new DebugViewXNA(world); debugView.LoadContent(pDevice, content); //debugView.AppendFlags(DebugViewFlags.DebugPanel); //debugView.AppendFlags(DebugViewFlags.PolygonPoints); //debugView.AppendFlags(DebugViewFlags.ContactPoints); //debugView.AppendFlags(DebugViewFlags.AABB); debugView.AppendFlags(DebugViewFlags.Shape); debugView.DefaultShapeColor = Color.Green; //camera.Position = player.body.Position; //Console.WriteLine("Scunt: " + tMap.ObjectLayers.Count); player = new Player(world, content, 16, 23); //npc = new NPC(world, content, colArray, 2, false, 16, 14, new string[] {"Weebs are worse\nthan fortnite\ngamers.", "Where's the lie?" }); //Body b1 = BodyFactory.CreateRectangle(world, 3, 3, 1); blockDims = new List<Vector2>(); MakeCollisionBodies(); npcs = new NPC[] { //new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@You wanna see the special?\n@It's a detective story. Some kind of <Columbo>\n knock-off.\n@Well, ya interested or not?", "@Get outta here." }), new NPC(world, content, player, 1, false, 12, 15, prevState, new string[] { "@Your name Steve Foley? Of course it is.\n You are great. Fantastic.\n@Good job Steve.", "@Get outta here." }), //new NewNPC(world, content, player, 0, true, 18, 18, new string[] {"help"}, 4, 1) }; entityList.Add(player); foreach (NPC n in npcs) entityList.Add(n); }
void LoadCreateDebugView(World world) { //create and configure the debug view _debugView = new DebugViewXNA(world); _debugView.AppendFlags(DebugViewFlags.DebugPanel | DebugViewFlags.AABB | DebugViewFlags.PerformanceGraph | DebugViewFlags.ContactPoints | DebugViewFlags.Controllers); _debugView.DefaultShapeColor = Color.Blue; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(screenManager.GraphicsDevice, _content); }
private void InitDebug() { _debugView = new DebugViewXNA(World); _debugView.RemoveFlags(DebugViewFlags.Shape); _debugView.RemoveFlags(DebugViewFlags.Joint); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Game1.contentManager); }
public Scene(SpriteBatch sb, GraphicsDeviceManager graphicsDeviceManager, GraphicsDevice gd, GameWindow window, ContentManager content, int FOVWidth, int FOVHeight, IDrawSystem system = null) { buffer = new RenderTarget2D(gd, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight); GraphicsDevice = gd; SpriteBatch = sb; _graphicsDeviceManager = graphicsDeviceManager; Content = content; GameWindow = window; Camera = new Camera(this, gd.Viewport) { FOV = new Vector2(FOVWidth, FOVHeight) }; Input.Instance = new Input(this); GameObjects = new GameObjectManager(this); TiledPrefabs = new Dictionary <string, Type>(); World = new World(Vector2.Zero); Settings.AllowSleep = true; Settings.VelocityIterations = 2; Settings.ContinuousPhysics = true; DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.LightPink; DebugView.SleepingShapeColor = Color.MediumPurple; DebugView.LoadContent(GraphicsDevice, content); DebugView.AppendFlags(DebugViewFlags.DebugPanel); DebugView.AppendFlags(DebugViewFlags.PerformanceGraph); Debug = true; LoadedTiledPrefabs = new List <TiledPrefab>(); Pipeline = new CludoContentPipeline(gd); Vector = Pipeline.LoadContent <Texture2D>("Vector", content, true); Line = new Texture2D(GraphicsDevice, 1, 1); Line.SetData(new[] { Color.White }); GameWindow.ClientSizeChanged += (sender, args) => { VirtualResolutionScaler = new VirtualResolutionScaler(this, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight, gd, true); }; VirtualResolutionScaler = new VirtualResolutionScaler(this, graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight, gd, true); Pipeline.LoadContent <SpriteFont>("Font", Content, true); if (system == null) { SetDrawSystem(new NormalDrawSystem(GraphicsDevice, this, new Vector2(graphicsDeviceManager.PreferredBackBufferWidth, graphicsDeviceManager.PreferredBackBufferHeight))); } else { SetDrawSystem(system); } StartScene(); }
/// <summary> /// Loads debug view resources. /// </summary> public void LoadDebugView() { if (_game == null) { throw new Exception("Must pass 'Game' into constructor to use debug view."); } _debugViewXna = new DebugViewXNA(World); _debugViewXna.LoadContent(_game.GraphicsDevice, _game.Content, @"Fonts\VerdanaFont"); }
public override void LoadContent(ContentManager content) { this.Content = content; player1.texture = content.Load <Texture2D>("dad_sat"); player2.texture = content.Load <Texture2D>("mom_sat"); table.texture = content.Load <Texture2D>("table"); ending = content.Load <Song>("co"); font = content.Load <SpriteFont>("SpriteFont1"); for (int i = 0; i < N; i++) { ball[i].texture = content.Load <Texture2D>("ball"); } ball[0].texture = content.Load <Texture2D>("ttukbaegi"); ball[1].texture = content.Load <Texture2D>("rice_1"); ball[2].texture = content.Load <Texture2D>("kimchi"); ball[3].texture = content.Load <Texture2D>("kimchi"); ball[4].texture = content.Load <Texture2D>("ttukbaegi"); ball[5].texture = content.Load <Texture2D>("rice_1"); ball[6].texture = content.Load <Texture2D>("rice_2"); ball[7].texture = content.Load <Texture2D>("kimchi"); ball[8].texture = content.Load <Texture2D>("ttukbaegi"); ball[9].texture = content.Load <Texture2D>("kimchi"); baby.texture = this.Content.Load <Texture2D>("baby"); background = this.Content.Load <Texture2D>("background"); view = new DebugViewXNA(world); view.AppendFlags(DebugViewFlags.Shape); view.RemoveFlags(DebugViewFlags.Joint); view.DefaultShapeColor = Color.White; view.SleepingShapeColor = Color.LightGray; view.LoadContent(game.GraphicsDevice, Content); if (Camera == null) { Camera = new Camera2D(game.GraphicsDevice); } else { Camera.ResetCamera(); } glass_sfx = content.Load <SoundEffect>("glass"); hit1_sfx = content.Load <SoundEffect>("hit1"); hit2_sfx = content.Load <SoundEffect>("hit2"); bgm = content.Load <Song>("bgm"); MediaPlayer.Play(bgm); MediaPlayer.IsRepeating = true; help_font = content.Load <SpriteFont>("SpriteFont2"); }
public override void Startup() { ConvertUnits.SetDisplayUnitToSimUnitRatio(1.0f / Scale); m_world = new World(new Vector2(0, 0)); m_world.FixtureAdded = OnFixtureAdded; m_debugView = new DebugViewXNA(m_world); Engine.AssetManager.RegisterAssetType <CollisionDefinition>(new CollisionDefinitionLoader()); }
public WorldScreen(Game Game) : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY) { GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80); GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000); DebugWindow.Visible = false; DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow); AddGUI(DebugWindow); LE = new LightingEngine(); Color a = new Color(ambient, ambient, ambient); LE.SetAmbient(a, a); //LE.SetAmbient(Color.Gray, Color.Gray); Renderer.AddRendererEffect(LE, "LightingEngine"); LoadContent(); Map = new Map(this, tileSize, mapSize); //Renderer.AddPostProcess(new BlurEffect(), "Blur"); SE = new BlurSwitchEffect(); SE.MaxTime = 1f; SE.TurnOffAction = delegate() { Renderer.RemovePostProcess("Switch"); }; Renderer.AddPostProcess(SE, "Switch"); Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize)); PlayerLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.9f, .7f, .7f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(500, 400, 20), SpotAngle = 1.5f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LE.AddLight(PlayerLight); Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); Debug.DefaultShapeColor = Color.White; Debug.SleepingShapeColor = Color.LightGray; Debug.LoadContent(Parent.GraphicsDevice, Parent.Content); //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10); //Serializer.Serialize<Weapon>("weapon.xml", w); }
public override void Draw(DebugViewXNA draw) { for (int i = 0; i < Path.Count - 1; i++) { Color color = Color.Lerp(Color.Red, Color.Green, Velocities[i] / MaxSpeed); draw.DrawSegment(Path[i].Position, Path[i + 1].Position, color, 0.04f); } //draw.DrawCircle(FrontPath[NextWaypointIndex].Position, 0.1f, Color.Orange); //draw.DrawCircle(FrontPath[PrevWaypointIndex].Position, 0.1f, Color.Orange); }
protected PhysicsGameScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.75); TransitionOffTime = TimeSpan.FromSeconds(0.75); HasCursor = true; EnableCameraControl = true; _userAgent = null; World = null; Camera = null; DebugView = null; }
public Paddle(Texture2D texture, Vector2 position, World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics) : base(world, debugViewXNA, content, graphics) { this.mTexture = texture; this.mWidth = ConvertUnits.ToSimUnits(this.mTexture.Width); this.mHeight = ConvertUnits.ToSimUnits(this.mTexture.Height); this.mOrigin = new Vector2(this.mWidth / 2f, this.mHeight / 2f); this.mSpriteEffects = SpriteEffects.None; this.mPosition = ConvertUnits.ToSimUnits(position); this.mBody = BodyFactory.CreateRectangle(this.mWorld, this.mWidth, this.mHeight, 1f, this.mPosition); this.mBody.BodyType = BodyType.Dynamic; this.mJointWorldAnchor = this.mPosition; this.mFixedPrismJoint = new FixedPrismaticJoint(this.mBody, this.mJointWorldAnchor, this.mJointAxis); this.mFixedPrismJoint.LimitEnabled = true; this.mFixedPrismJoint.LowerLimit = this.mJointLowerLimit; this.mFixedPrismJoint.UpperLimit = this.mJointUpperLimit; this.mFixedPrismJoint.Enabled = true; this.mWorld.AddJoint(this.mFixedPrismJoint); this.mBody.OnCollision += new OnCollisionEventHandler(OnCollision); this.mBody.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.mBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(OnAfterCollision); this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleEffect = new ParticleEffect(); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEffect = this.mContent.Load<ParticleEffect>(@"Effects\basicSparks"); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEffect.Initialise(); }
public GravitySensorManager(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, ScreenManager.ScreenManager screenManager) { this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContentManager = content; this.mGraphicsManager = graphics; this.mScreenManager = screenManager; this.mEffectCollection.Add("one", this.mContentManager.Load<ParticleEffect>(@"Effects\portalOne")); this.mEffectCollection.Add("two", this.mContentManager.Load<ParticleEffect>(@"Effects\portalPurple")); }
/// <summary> /// Initializes a new instance of the <see cref="GravityObject"/> class. /// </summary> /// <param name="world">The World object.</param> /// <param name="debugViewXNA">The DebugViewXNA object.</param> /// <param name="content">The ContentManager object.</param> /// <param name="graphics">The GraphicsDeviceManager object.</param> /// <param name="position">The initial position of the sensor.</param> /// <param name="radius">The radius of the sensor's shape.</param> /// <param name="density">The density of the sensor.</param> /// <param name="strength">The gravity strength of the sensor.</param> /// <param name="minRadius">The minimum radius the gravity can affect.</param> /// <param name="maxRadius">The maximum radius the gravity can affect.</param> public GravityObject(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, Vector2 position, float radius, float density, float strength, float minRadius, float maxRadius) { this.IsAlive = true; this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContent = content; this.mGraphics = graphics; //this.mPosition = ConvertUnits.ToSimUnits(position); this.mPosition = position; this.mRadius = ConvertUnits.ToSimUnits(radius); this.mDensity = density; this.mStrength = strength; this.mMinRadius = minRadius; this.mMaxRadius = maxRadius; this.mGravity = new GravityController(this.mStrength); this.mGravity.MinRadius = this.mMinRadius; this.mGravity.MaxRadius = this.mMaxRadius; this.mGravity.EnabledOnCategories = this.mEnabledOn; this.mGravity.GravityType = this.mGravityType; this.mGravity.Enabled = this.IsEnabled; this.mWorld.AddController(this.mGravity); this.mBody = BodyFactory.CreateBody(this.mWorld); this.mBody.Position = this.mPosition; this.mBody.IsSensor = true; this.mShape = new CircleShape(this.mRadius, this.mDensity); this.mBody.CreateFixture(this.mShape); this.mBody.CollidesWith = this.mCollidesWith; this.mBody.OnCollision += this.OnCollision; this.mBody.OnSeparation += this.OnSeparation; this.mGravity.AddBody(this.mBody); }
public Player(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics, ScreenManager.ScreenManager screenManager, PlayerIndex playerIndex, Vector2 position) { this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContent = content; this.mGraphics = graphics; this.mScreenManager = screenManager; this.mPlayerIndex = playerIndex; this.mPaddlePosition = position; }
public PlayingView( ContentManager content, SpriteBatch spriteBatch, PlayingViewModel viewModel, LevelView levelView, DebugViewXNA debugView, SoundManagerView soundManagerView) { this.content = content; this.soundManagerView = soundManagerView; this.spriteBatch = spriteBatch; this.viewModel = viewModel; this.levelView = levelView; this.debugView = debugView; }
public GameWorld(Camera camera) { mCamera = camera; mGameObjects = new List<GameObject>(); mAddList = new List<GameObject>(); mRemoveList = new List<GameObject>(); mPhysicsWorld = new World(new Vector2(0, 0)); mDebugView = new DebugViewXNA(mPhysicsWorld); mAwake = false; mMaxFadeCountdown = 3f; mFadeCountdown = 0; mMonsterDeathVolume = .25f; }
private float mSpeedTimerInSeconds = 3.5f; // Increase ball speed every 3.5 seconds #endregion Fields #region Constructors public Ball(Texture2D texture, Vector2 position, World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics) : base(world, debugViewXNA, content, graphics) { this.mTexture = texture; this.mWidth = ConvertUnits.ToSimUnits(this.mTexture.Width); this.mHeight = ConvertUnits.ToSimUnits(this.mTexture.Height); this.mOrigin = new Vector2(this.mWidth / 2f, this.mHeight / 2f); this.mSpriteEffects = SpriteEffects.None; this.mPosition = ConvertUnits.ToSimUnits(position); this.mBody = BodyFactory.CreateCircle(this.mWorld, this.Radius, 0.5f, this.mPosition); this.mBody.BodyType = BodyType.Dynamic; this.mBody.Restitution = 1f; this.mBody.Friction = 0; this.mBody.Inertia = float.MaxValue; this.mBody.OnCollision += new OnCollisionEventHandler(OnCollision); this.mBody.OnSeparation += new OnSeparationEventHandler(OnSeparation); this.mWorld.ContactManager.OnBroadphaseCollision += OnBroadphaseCollision; this.mBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(OnAfterCollision); this.mParticleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = this.mGraphics }; this.mParticleEffect = new ParticleEffect(); this.mParticleRenderer.LoadContent(this.mContent); this.mParticleEffect = this.mContent.Load<ParticleEffect>(@"Effects\basicSparks"); this.mParticleEffect.LoadContent(this.mContent); this.mParticleEffect.Initialise(); this.LoadContent(); }
public GDEntityManager(GDGameScreen scrn) : base(scrn) { PhysicsWorld = new World(Vector2.Zero); #if DEBUG debugView = new DebugViewXNA(PhysicsWorld); debugView.LoadContent(GDOwner.Graphics.GraphicsDevice, GDOwner.Game.Content, Textures.DebugFont); debugView.AppendFlags(DebugViewFlags.Shape); debugView.AppendFlags(DebugViewFlags.DebugPanel); debugView.AppendFlags(DebugViewFlags.PerformanceGraph); debugView.AppendFlags(DebugViewFlags.ContactPoints); debugView.AppendFlags(DebugViewFlags.ContactNormals); debugView.AppendFlags(DebugViewFlags.Controllers); debugView.TextColor = Color.Black; debugView.Enabled = false; #endif }
public GameWorld(ChopperGame game) { _content = game.Content; _spriteBatch = game.SpriteBatch; _graphicsDevice = game.GraphicsDevice; _gameInput = game.GameInput; _camera = new Camera2D(_graphicsDevice); _world = new World(new Vector2(0, 10)); _timeStep = (float)game.TargetElapsedTime.TotalSeconds; _debugView = new DebugViewXNA(_world); _debugView.Flags = 0; _debugView.AppendFlags(DebugViewFlags.Shape); _debugView.AppendFlags(DebugViewFlags.Joint); _debugView.SleepingShapeColor = Color.YellowGreen; _crates = new List<Crate>(); }
public GameWorld(BubbleBobbleGame game) { _content = game.Content; _spriteBatch = game.SpriteBatch; _graphicsDevice = game.GraphicsDevice; _gameInput = game.GameInput; _camera = new Camera2D(_graphicsDevice); // Creates the farseer world with a gravity _world = new World(new Vector2(0, 20)); _timeStep = (float)game.TargetElapsedTime.TotalSeconds; // Setup the debug view _debugView = new DebugViewXNA(_world); _debugView.AppendFlags(DebugViewFlags.Shape); _debugView.AppendFlags(DebugViewFlags.PolygonPoints); _debugView.AppendFlags(DebugViewFlags.CenterOfMass); }
public GameObject(World world, DebugViewXNA debugViewXNA, ContentManager content, GraphicsDeviceManager graphics) { this.IsAlive = true; this.StackDepth = 1; this.mWorld = world; this.mDebugViewXNA = debugViewXNA; this.mContent = content; this.mGraphics = graphics; this.mWorld.ContactManager.OnBroadphaseCollision += OnBroadphaseCollision; this.mInfo = new GameObjectInfoText(this.mContent, this.mGraphics, ConvertUnits.ToDisplayUnits(this.mPosition), Color.White); }
protected override void Initialize() { _world = new World(new Vector2(0, 9.8f)); _debugView = new DebugViewXNA(_world); _debugView.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); _debugView.DefaultShapeColor = Color.White; _debugView.SleepingShapeColor = Color.LightGray; _debugView.LoadContent(GraphicsDevice, Content); base.Initialize(); _fluidSimulation = new FluidSimulation(_world, _spriteBatch, _debugFont); _projection = Matrix.CreateOrthographic(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1); _view = Matrix.CreateScale(new Vector3(SCALE, -SCALE, 1)); // Create test geometry Body bottomBody = BodyFactory.CreateBody(_world, new Vector2(0, 7f)); PolygonShape bottomShape = new PolygonShape(1f); bottomShape.SetAsBox(12f, 1f); bottomBody.CreateFixture(bottomShape); Body leftBody = BodyFactory.CreateBody(_world, new Vector2(-11f, 0f)); PolygonShape leftShape = new PolygonShape(1f); leftShape.SetAsBox(1f, 10f); leftBody.CreateFixture(leftShape); Body rightBody = BodyFactory.CreateBody(_world, new Vector2(11f, 0f)); PolygonShape rightShape = new PolygonShape(1f); rightShape.SetAsBox(1f, 10f); rightBody.CreateFixture(rightShape); Body rampBody = BodyFactory.CreateBody(_world, new Vector2(6f, -2f)); PolygonShape rampShape = new PolygonShape(1f); rampShape.SetAsBox(5.5f, 0.5f); rampBody.CreateFixture(rampShape); rampBody.Rotation = -0.25f; Body circleBody = BodyFactory.CreateBody(_world, new Vector2(0, -0.2f)); CircleShape circleShape = new CircleShape(2f, 1f); circleBody.CreateFixture(circleShape); }
public override void LoadContent() { base.LoadContent(); //We enable diagnostics to show get values for our performance counters. Settings.EnableDiagnostics = true; if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice, ScreenManager.Content); } frameRateCounter = new FrameRateCounter(this.ScreenManager); if (Camera == null) { Camera = new Camera2D(ScreenManager.GraphicsDevice); } else { Camera.ResetCamera(); } // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
public override void LoadContent() { base.LoadContent(); if (World == null) { World = new World(Vector2.Zero); } else { World.Clear(); } #if DEBUG_RENDER if (DebugView == null) { DebugView = new DebugViewXNA(World); DebugView.RemoveFlags(DebugViewFlags.Shape); DebugView.RemoveFlags(DebugViewFlags.Joint); DebugView.DefaultShapeColor = Color.White; DebugView.SleepingShapeColor = Color.LightGray; DebugView.LoadContent(ScreenManager.GraphicsDevice); EnableOrDisableFlag(DebugViewFlags.Shape); EnableOrDisableFlag(DebugViewFlags.DebugPanel); EnableOrDisableFlag(DebugViewFlags.PerformanceGraph); EnableOrDisableFlag(DebugViewFlags.Joint); EnableOrDisableFlag(DebugViewFlags.ContactPoints); EnableOrDisableFlag(DebugViewFlags.ContactNormals); EnableOrDisableFlag(DebugViewFlags.Controllers); } #endif WireUpCamera (); // Loading may take a while... so prevent the game from "catching up" once we finished loading ScreenManager.Game.ResetElapsedTime(); }
/// <summary> /// Initializes a new instance of the DebugDrawSystem class. /// </summary> /// <param name="entityManager">The EntityManager for the world that this system belongs to.</param> /// <param name="world">The physics world.</param> /// <param name="graphics">The graphics device.</param> /// <param name="content">The content manager.</param> public DebugDrawSystem( EntityManager entityManager, World world, GraphicsDevice graphics, ContentManager content) : base(entityManager) { this.debugView = new DebugViewXNA(world); this.debugView.LoadContent(graphics, content); // Set the debug flags ////this.debugView.AppendFlags(DebugViewFlags.AABB); ////this.debugView.AppendFlags(DebugViewFlags.CenterOfMass); ////this.debugView.AppendFlags(DebugViewFlags.ContactNormals); ////this.debugView.AppendFlags(DebugViewFlags.ContactPoints); ////this.debugView.AppendFlags(DebugViewFlags.Controllers); ////this.debugView.AppendFlags(DebugViewFlags.DebugPanel); ////this.debugView.AppendFlags(DebugViewFlags.Joint); ////this.debugView.AppendFlags(DebugViewFlags.Pair); ////this.debugView.AppendFlags(DebugViewFlags.PerformanceGraph); ////this.debugView.AppendFlags(DebugViewFlags.PolygonPoints); ////this.debugView.AppendFlags(DebugViewFlags.Shape); }
public override void LoadContent(ContentManager content, GraphicsDevice graph) { base.LoadContent(content, graph); song = new SoundPlayer(Path.Combine(Environment.CurrentDirectory, "Content/Song/VirginInca.wav")); song.Load(); song.Play(); Settings.UseFPECollisionCategories = true; ConvertUnits.SetDisplayUnitToSimUnitRatio(32f); if (world == null) { world = new World(Vector2.Zero); } else { world.Clear(); } // register world.ContactManager.BeginContact += onBeginContact; world.ContactManager.EndContact += onEndContact; world.ContactManager.PreSolve += onPreSolve; world.ContactManager.PostSolve += onPostSolve; world.Gravity = PhysicsUtils.gravity; camera.viewportWidth = graph.Viewport.Width; camera.viewportHeight = graph.Viewport.Height; camera.zoom = 0.85f; // NOTE: you should probably unregister on destructor or wherever is relevant... if (debugView == null) { debugView = new DebugViewXNA(world); debugView.LoadContent(graph, content); } projection = Matrix.CreateOrthographicOffCenter( 0f, ConvertUnits.ToSimUnits(graph.Viewport.Width), ConvertUnits.ToSimUnits(graph.Viewport.Height), 0f, 0f, 1f ); projectileFactory.LoadContent(this, content); player.LoadContent(world, content, new Vector2(18, 10), this); map.LoadContent(content, world); dynMap.LoadContent(content, world, this); boss = dynMap.boss; mapBack.LoadContent(content); enemies = dynMap.listEnnemy; CollectibleItem item = new CollectibleItem(); /*item.LoadContent(world, new Vector2(1, 1), new Vector2(21, 8), content, CollectibleItemType.AMMO); collectibleItems.Add(item);*/ lifeBarFrame.LoadContent(content, "Graphics/cadre", Color.White, Vector2.Zero); lifeBar.LoadContent(content, "Graphics/Lifebar2", Color.White, Vector2.Zero); projectileBarFrame.LoadContent(content, "Graphics/cadre", Color.White, Vector2.Zero); projectileBar.LoadContent(content, "Graphics/Lifebar2", Color.Purple, Vector2.Zero); }
protected override void Initialize() { // TODO: Add your initialization logic here // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); GameManager.getInstance().Initialize(this, Content, ref graphics); // DebugView for Physics objects debugview = new DebugViewXNA(GameManager.getInstance().world); base.Initialize(); Components.Add(GameManager.getInstance().uno); }
public void Draw(SpriteBatch sBatch, DebugViewXNA debugView, Matrix projection, Matrix view) { mShip.Draw(sBatch, debugView, projection, view); }
public void Update(DebugViewXNA debugView) { KeyboardState aCurrentKeyboardState = Keyboard.GetState(); MouseState aCurrentMouseState = Mouse.GetState(); UpdateMovement(aCurrentKeyboardState); UpdateAbilities(aCurrentKeyboardState, debugView); UpdateMouse(aCurrentMouseState); aCurrentKeyboardState = UpdateCamera(aCurrentKeyboardState, aCurrentMouseState); previousKeyboardState = aCurrentKeyboardState; }
/// <summary> /// Metoda wywolywana przed LoadContent /// </summary> public void Initialize() { // Get the content manager from the application contentManager = (Application.Current as App).Content; spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); LevelLines = new List<LevelLine>(); // Dodanie linii levelu. LevelLines.Add(new LevelLine(250, SharedGraphicsDeviceManager.Current.GraphicsDevice)); LevelLines.Add(new LevelLine(500, SharedGraphicsDeviceManager.Current.GraphicsDevice)); // Inicjalizacja świata if (world == null) { world = new World(Settings.gravity); } else { world.Clear(); } if (debugView == null) { debugView = new DebugViewXNA(world); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Controllers); debugView.RemoveFlags(FarseerPhysics.DebugViewFlags.Joint); debugView.LoadContent(SharedGraphicsDeviceManager.Current.GraphicsDevice, contentManager); } // Tworzenie podlogi _floor = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(480), ConvertUnits.ToSimUnits(50), 10f); _floor.Position = ConvertUnits.ToSimUnits(240, 775); _floor.BodyType = BodyType.Static; _floor.IsStatic = true; _floor.Restitution = 0.0f; _floor.Friction = 2.5f; // Tworzenie platformy _platform = BodyFactory.CreateRectangle(world, ConvertUnits.ToSimUnits(250), ConvertUnits.ToSimUnits(50), 10f); _platform.Position = ConvertUnits.ToSimUnits(240, 725); _platform.BodyType = BodyType.Static; _platform.IsStatic = true; _platform.Restitution = 0.0f; _platform.Friction = 5.0f; // Żaden blok nie spada blockOnHisWay = false; //Aktywacja gestów - vertical do obracania i horizontaldrag do ruszania klockiem TouchPanel.EnabledGestures = GestureType.HorizontalDrag | GestureType.VerticalDrag; LoadContent(); }
public void Initialize() { //credits = new Credits(); theView = new DebugViewXNA(theWorld); theView.LoadContent(game.GraphicsDevice, game.Content); circlePlayer = new CirclePlayer(); circlePlayer.Init(); squarePlayer = new SquarePlayer(); squarePlayer.Init(); Texture2D[] textures = new Texture2D[6]; textures[0] = game.Content.Load<Texture2D>("images/WhiteHexagon"); textures[1] = game.Content.Load<Texture2D>("images/WhiteOctagon"); textures[2] = game.Content.Load<Texture2D>("images/WhiteDiamond"); textures[3] = game.Content.Load<Texture2D>("images/WhiteTriangle"); textures[4] = game.Content.Load<Texture2D>("images/WhitePantage"); textures[5] = game.Content.Load<Texture2D>("images/WhiteStar"); //CircleBar = game.Content.Load<Texture2D>("images/Bar/CircleBar"); //SquareBar = game.Content.Load<Texture2D>("images/Bar/SquareBar"); //NeutralBar = game.Content.Load<Texture2D>("images/Bar/NeutralBar"); Random rand = new Random(); enemies = new List<Enemy>(); int j = 0; for (int i = 0; i < maxEnemyNumber; i++) { Enemy enemy = new Enemy(); enemy.Init(i, textures[j]); enemy.Position = new Vector2((float)rand.Next(800), (float)rand.Next(800)); enemies.Add(enemy); j++; if (j > 5) j = 0; } _oldGamePad = GamePad.GetState(PlayerIndex.One); _camera = new camera(game, 0); sb = new SpriteBatch(game.GraphicsDevice); circlePlayer.Position = new Vector2(500, 500); squarePlayer.Position = new Vector2(500, 500); border = new Border(_theWorld, worldsize.X / 2, worldsize.Y / 2, 10.0f); }
private KeyboardState UpdateAbilities(KeyboardState aCurrentKeyboardState, DebugViewXNA debugView) { if (aCurrentKeyboardState.IsKeyDown(Keys.Q)) player.character.abilities[0].useAbility(); else if (aCurrentKeyboardState.IsKeyDown(Keys.E)) { player.character.abilities[1].useAbility(); } else if (aCurrentKeyboardState.IsKeyDown(Keys.Space)) { player.creature.autoAttack(); } return aCurrentKeyboardState; }