/// <summary> /// Load a music file from a file path. /// </summary> /// <param name="source"></param> public Music(string source, bool loop = true) { music = new SFML.Audio.Music(source); music.Loop = loop; Initialize(); }
/// <summary> /// Load a music stream from an IO stream. /// </summary> /// <param name="stream"></param> public Music(Stream stream) { music = new SFML.Audio.Music(stream); music.Loop = true; Initialize(); }
/// <summary> /// Dispose the music. (I don't think this works right now.) /// </summary> public void Dispose() { musics.Remove(this); music.Dispose(); music = null; }
public void GenTestLevel() { GameObjectFactory.RenderMgr = RenderMgr; // TODO: put somewhere better //TODO: put this into a config file. RenderMgr.Camera.Size = new Vector2f(1280 / 64, 720 / 64); RenderMgr.OverlayView.Size = new Vector2f(1280, 720); RenderMgr.OverlayView.Center = new Vector2f(1280 / 2.0f, 720 / 2.0f); player = GameObjectFactory.CreatePlayer(new Vector2f(10, -10)); RenderMgr.Camera.Target = player; HealthComponent healthComponent = null; foreach(Component comp in player.Components) { if (comp is HealthComponent) healthComponent = comp as HealthComponent; } lifebar = new Lifebar(healthComponent, RenderMgr, player); player.AddComponent(lifebar); RenderMgr.Components.Add(lifebar); meleeWeapon = GameObjectFactory.CreateMeleeWeapon(player); MeleeWeaponComponent meleeWeaponComponent = null; foreach(Component comp in meleeWeapon.Components) { if (comp is MeleeWeaponComponent) meleeWeaponComponent = comp as MeleeWeaponComponent; } gunWeapon = GameObjectFactory.CreateGunWeapon(player); GunWeaponComponent gunWeaponComponent = null; foreach (Component comp in gunWeapon.Components) { if (comp is GunWeaponComponent) gunWeaponComponent = comp as GunWeaponComponent; } player.AddComponent(new WeaponHoldingComponent(meleeWeaponComponent, gunWeaponComponent, player)); TileMap tileMap = new TileMap("assets/testmap.tmx", 1.0f/64); GameObject tileMapGo = new GameObject(); GameObjects.Add(tileMapGo); TileMapRenderComponent tmrc = RenderMgr.MakeNewTileMapComponent(tileMapGo); tileMap.SetRenderComponent(tmrc); tileMapGo.AddComponent(tmrc); tmrc.ZIndex = 40; GameObject go; foreach (TileMap.ParallaxSprite sprite in tileMap.ParallaxSprites) { go = new GameObject(); ParallaxRenderComponent prc; go.Position = sprite.Position; prc = RenderMgr.MakeNewParallaxComponent(go, sprite.Texture, sprite.ParallaxFactor); prc.WorldWidth = sprite.Width; prc.WorldHeight = sprite.Height; prc.ZIndex = sprite.ZIndex; go.AddComponent(prc); GameObjects.Add(go); } foreach (TileMap.PhysicsObject pobj in tileMap.PhysicsObjects) { Vector2f Position = new Vector2f(pobj.Position.X, pobj.Position.Y); go = new GameObject(); go.Position = pobj.Position; PhysicsComponent pc = PhysicsMgr.MakeNewComponent( go, pobj.Width, pobj.Height, PhysicsManager.MapCategory, PhysicsManager.PlayerCategory | PhysicsManager.EnemyCategory, BodyType.Static); GameObjects.Add(go); } for (int i = 0; i < 2; i++) GameObjectFactory.CreateFlyingBug(new Vector2f(i * 4 + 13, 1)); Music = new SFML.Audio.Music("assets/DesertSands_Overworld.wav"); Music.Play(); }
public Music(Stream musicStream, string songId) { sfMusic = new SFML.Audio.Music(musicStream); this.songId = songId; }
public Music(string filePath, string songId) { sfMusic = new SFML.Audio.Music(filePath); this.songId = songId; }