public override void Start()
        {
            //Kick off one message -- it'll get physics going on this screen.
            Switchboard.Instance.Broadcast(new Message("ScreenStarted"));

            //Add the ground actor so they'll have something to bounce off.
            p3 = new PhysicsActor();
            p3.Position = new Vector2(0.0f, -11.0f);
            p3.Size = new Vector2(30.0f, 5.0f);
            p3.Color = new Color(0.0f, 1.0f, 0.0f);
            p3.Density = 0.0f;
            p3.Friction = 0.1f;

            World.Instance.Add(p3);

            //Demo housekeeping below this point.
            #region Demo Housekeeping
            String outputText = "These actors are responding to Messages\nthat we're sending through our central Switchboard.";
            outputText += "\n\nYou can have actors respond to and broadcast arbitrary messages,\nwhich makes it easy to handle events in your game.";
            outputText += "\n\n\n(Those actors have been hanging out up there this whole time,\nwaiting for the message that this screen had started\nbefore they dropped in.)";
            t1 = new TextActor("Console", outputText);
            t1.Position = new Vector2(0.0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenMessagePassing.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(p1);
            _objects.Add(p2);
            _objects.Add(p3);
            #endregion
        }
        public override void Start()
        {
            //"Goodnight, Gracie."
            TextActor t1 = new TextActor("Console", "That's all we've got in the demo app.");
            t1.Position = new Vector2(0, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            TextActor t2 = new TextActor("Console", "Make sure to check out the documentation -- there are lots of other features.");
            t2.Position = new Vector2(0, 2);
            t2.TextAlignment = TextActor.Alignment.Center;
            TextActor t3 = new TextActor("Console", "http://bitbucket.org/fuzzybinary/angelxna/wiki/Home");
            t3.Position = new Vector2(0, -1);
            t3.TextAlignment = TextActor.Alignment.Center;

            World.Instance.Add(t1);
            World.Instance.Add(t2);
            World.Instance.Add(t3);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenByeBye.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);
            #endregion
        }
        public override void Start()
        {
            // DeveloperConsole.Instance.ItemManager.AddFromObject(this);
            DeveloperConsole.Instance.ItemManager.AddCommand("PrintToFileLog", x => {
                _fileLog.Log(x[0].ToString());
                return null;
            });

            //Just some TextActors explaining what to do.
            TextActor t1 = new TextActor("Console", "The console also supports a log.  Type \"ECHO <your message>\"");
            t1.Position = new Vector2(0.0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            TextActor t2 = new TextActor("Console", "Type 'PrintToFileLog(\"<your message>\")' to print to Logs\\Logfile.log.");
            t2.Position = new Vector2(0f, 2f);
            t2.TextAlignment = TextActor.Alignment.Center;
            TextActor t3 = new TextActor("Console", "(This is particularly useful when trying to debug your config files.)");
            t3.Position = new Vector2(0f, -1f);
            t3.TextAlignment = TextActor.Alignment.Center;

            World.Instance.Add(t1);
            World.Instance.Add(t2);
            World.Instance.Add(t3);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenLogs.cs, LogFile.log");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);
            #endregion
        }
        public override void Start()
        {
            //CreateActor loads up an Actor Definition file and makes the actor from it
            a = ActorFactory.Instance.CreateActor(
                "simple_actor", //the file to load from -- must be located in Config\ActorTempates and end with ".adf"
                "PurpleActor",	//the desired name of the actor
                0,				//the render layer in which to put the actor (optional)
                CustomFunc		//a custom initialization function if you want one (optional, can be NULL)
            );
            World.Instance.Add(a);

            t1 = new TextActor("Console", "This Actor was placed using an ActorTemplate file.");
            t1.Position = new Vector2(0, 4.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            t2 = new TextActor("Console", "You can be data-driven if you want to!");
            t2.Position = new Vector2(0, 3.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t2);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenDefFile.cs, simple_actor.adf");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            //Just some text actors to give instructions. Nothing much to see here.
            TextActor t = new TextActor("Console", "This demo is designed to be super simple. Maybe too much so.");
            t.Position = new Vector2(0.0f, 3.5f);
            t.TextAlignment = TextActor.Alignment.Center;
            TextActor t2 = new TextActor("Console", "Each example is self-contained within the file shown at the bottom left.");
            t2.Position = new Vector2(0, 2);
            t2.TextAlignment = TextActor.Alignment.Center;
            TextActor t3 = new TextActor("Console", "The files are pretty thoroughly commented, so check them out to see how we do things.");
            t3.Position = new Vector2(0, 0.5f);
            t3.TextAlignment = TextActor.Alignment.Center;
            TextActor t4 = new TextActor("Console", "Press [A] on the 360 Controller to go to the next example, and Back to go back.");
            t4.Position = new Vector2(0, -3.5f);
            t4.TextAlignment = TextActor.Alignment.Center;

            World.Instance.Add(t);
            World.Instance.Add(t2);
            World.Instance.Add(t3);
            World.Instance.Add(t4);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenInstructions.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t);
            _objects.Add(t2);
            _objects.Add(t3);
            _objects.Add(t4);
            #endregion
        }
        public override void Start()
        {
            //Some TextActors pointing you to other files that do cool stuff.
            TextActor t1 = new TextActor("Console", "(While we're looking at config files, check out autoexec.cfg.");
            t1.Position = new Vector2(0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            TextActor t2 = new TextActor("Console", "It shows how to do controller and keyboard binding, and sets some console");
            t2.Position = new Vector2(0, 2);
            t2.TextAlignment = TextActor.Alignment.Center;
            TextActor t3 = new TextActor("Console", "variables that get used in code.)");
            t3.Position = new Vector2(0f, .5f);
            t3.TextAlignment = TextActor.Alignment.Center;

            World.Instance.Add(t1);
            World.Instance.Add(t2);
            World.Instance.Add(t3);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenBindingInstructions.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);
            #endregion
        }
        public override void Start()
        {
            //Loads the file from Config\Levels\level_demo.lvl
            ActorFactory.Instance.LoadLevel("level_demo");

            //Since the Actors were just added directly to the world,
            //  we don't have handles to them. The level definition
            //  gave them the tag "spawned," so we can get them that way.
            Actor[] spawnedActors = TagCollection.Instance.GetObjectsTagged("spawned");
            foreach(Actor a in spawnedActors)
            {
                //Can check Individual actors for tags as well.
                if (a.IsTagged("left-tilted"))
                {
                    a.Rotation = 25.0f;
                }
                else if (a.IsTagged("right-tilted"))
                {
                    a.Rotation = -25.0f;
                }

                //Applying tags
                a.Tag("rotated");

                //Removing tags
                a.Untag("spawned");
            }

            //Demo housekeeping below this point.
            #region Demo housekeeping
            t1 = new TextActor("Console", "These Actors were placed and tagged (\"left-tilted\"");
            t1.Position = new Vector2(0f, 5.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            t2 = new TextActor("Console", "and \"right-tilted\") using a Level file.");
            t2.Position = new Vector2(0.0f, 4.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t2);
            t3 = new TextActor("Console", "Then their rotations were set based on those tags.");
            t3.Position = new Vector2(0f, -4.5f);
            t3.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t3);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenLevelFile.cs, level_demo.lvl");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);

            foreach(Actor a in spawnedActors)
                _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            //Set up our obstacle course
            ActorFactory.Instance.LoadLevel("maze");

            //Create the bounding box that will limit the pathfinding search area
            BoundingBox2D bounds = new BoundingBox2D(new Vector2(-20, -20), new Vector2(20, 20));

            //Create our pathfinding graph. In our 2D worlds, this is a relatively fast
            // operation -- you shouldn't be doing it every frame, but recalculating every
            // so often if your world has changed is not inappropriate.
            SpatialGraphManager.Instance.CreateGraph(
                0.75f, //The size of the entity you want to pathfind (so the generator
                       //  can know how small a space can be and still have it fit.)
                ref bounds //The search area
            );

            //Create a MazeFinder (class definition below), and put him in the bottom
            //  left corner of the maze
            _mf = new MazeFinder();
            _mf.Position = new Vector2(-11.5f, -8.0f);
            World.Instance.Add(_mf, 2);

            //Send him to the upper right, watch him scurry
            _mf.GoTo(Vector2.Zero);

            // Register this object as the mouse listener
            InputManager.Instance.RegisterMouseListener(this);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            String description = "This little dude is pathfinding through the area.";
            description += "\n\nClick the mouse to give him a new target.";
            description += "\n\nPress [B] to see the pathfinding graph.";
            TextActor t = new TextActor("Console", description);
            t.TextAlignment = TextActor.Alignment.Center;
            t.Position = new Vector2(0.0f, -5.0f);
            World.Instance.Add(t, 2);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenPathfinding.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc, 2);
            _objects.Add(fileLoc);
            _objects.Add(t);
            _objects.Add(_mf);

            Actor[] walls = TagCollection.Instance.GetObjectsTagged("maze_wall");
            foreach(Actor a in walls)
                _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            //Loads the file from Config\Levels\collisionlevel_demo.lvl
            ActorFactory.Instance.LoadLevel("collisionlevel_demo");

            //All the magic happens in the level file!

            //Demo housekeeping below this point.
            t1 = new TextActor("Console", "These Actors were also placed using a level file.");
            t1.Position = new Vector2(0.0f, 4.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1, 10);
            t2 = new TextActor("Console", "Their physics-related properties came from actor definitions.");
            t2.Position = new Vector2(0.0f, -3.5f);
            t2.TextAlignment = TextActor.Alignment.Center;;
            World.Instance.Add(t2, 10);
            t3 = new TextActor("Console", "They respond to sound in a data driven way.");
            t3.Position = new Vector2(0.0f, -4.5f);
            t3.TextAlignment = TextActor.Alignment.Center;;
            World.Instance.Add(t3, 10);
            t4 = new TextActor("Console", "If the only collision response you need is sound, this is easier.");
            t4.Position = new Vector2(0.0f, -5.5f);
            t4.TextAlignment = TextActor.Alignment.Center; ;

            #region Demo Housekeeping
            World.Instance.Add(t4, 10);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenCollisionLevelFile.cs, collisionlevel_demo.lvl,");
            TextActor fileLoc2 = new TextActor("ConsoleSmall", "      ground_actor.adf, physics_event_actor.adf");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 735);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            fileLoc2.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc2.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc, 10);
            World.Instance.Add(fileLoc2, 10);
            _objects.Add(fileLoc);
            _objects.Add(fileLoc2);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);
            _objects.Add(t4);

            Actor[] spawnedActors = TagCollection.Instance.GetObjectsTagged("spawned");
            foreach (Actor a in spawnedActors)
                _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            //Place the actor from a definition file
            a = ActorFactory.Instance.CreateActor("simple_actor");
            World.Instance.Add(a);

            // Definitions for the global namespace in the console are dirty, but
            // anything else should be nice and clean.
            DeveloperConsole.Instance.ItemManager.AddCommand("AddTexture", x => {
                a.SetSprite("Images\\angel");
                return null;
            });

            DeveloperConsole.Instance.ItemManager.AddCommand("ChangeSize", x => {
                DeveloperConsole.VerifyArgs(x, typeof(float));
                a.Size = new Vector2((float)x[0], (float)x[0]);
                return null;
            });

            t1 = new TextActor("Console", "This demo shows off the console.");
            t1.Position = new Vector2(0, -3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            t2 = new TextActor("Console", "Press ~ to open it up. Execute \"AddTexture()\", enjoying the tab-completion.");
            t2.Position = new Vector2(0, -4.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            t3 = new TextActor("Console", "Then try executing \"ChangeSize(3.14)\" or whatever number suits your fancy.");
            t3.Position = new Vector2(0, -5.5f);
            t3.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            World.Instance.Add(t2);
            World.Instance.Add(t3);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenConsole.cs, simple_actor.adf");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);
            _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            p1 = new PhysicsActor();
            //PhysicsActors have all the same attributes as regular ones...
            p1.Size = Vector2.One;
            p1.Color = new Color(1.0f, 0.0f, 1.0f, 1.0f);

            //...but with a little bit of magic pixie dust
            p1.Density = 0.8f; //density (0.0f will make it an immovable object)
            p1.Friction = 0.5f;
            p1.Restitution = 0.7f;

            p2 = new PhysicsActor();
            p2.Position = new Vector2(0.0f, -11.0f);
            p2.Size = new Vector2(30.0f, 5.0f);
            p2.Color = new Color(0.0f, 1.0f, 0.0f, 1.0f);
            p2.Density = 0.0f;
            p2.Friction = 0.1f;

            //NOTE: After you call InitPhysics (or the world calls it automatically), you
            // can't directly set an Actor's position, or rotation -- you've turned those
            // over to the physics engine. You can't change the size, either, since that
            // would mess up the simulation.

            World.Instance.Add(p1);
            World.Instance.Add(p2);

            //Demo housekeeping below this point.
            #region Demo Housekeeping
            t1 = new TextActor("Console", "These Actors use physics. Press [B].");
            t1.Position = new Vector2(0.0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenPhysicsActor.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(p1);
            _objects.Add(p2);
            #endregion
        }
        public override void Start()
        {
            // Create the particle actor via the Actor Definition system (.adf files)
            pa = (ParticleActor)ActorFactory.Instance.CreateActor("particle_demo", null, 0, null);
            pa.Position = Vector2.Zero;
            World.Instance.Add(pa);

            _isActive = true; //lets the mouse events know that they should care

            //Demo housekeeping below this point.
            t1 = new TextActor("Console", "Here's a ParticleActor. (Try moving and clicking the mouse!)");
            t1.Position = new Vector2(0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            t2 = new TextActor("Console", "Press [B] to change its properties.");
            t2.Position = new Vector2(0f, 2.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t2);

            // Set up a list of colors to be cycled through when the player clicks the mouse buttons
            particleColors = new List<Color>();
            particleColors.Add(Color.DarkBlue);
            particleColors.Add(Color.GreenYellow);
            particleColors.Add(Color.Green);
            particleColors.Add(Color.Aqua);
            particleColors.Add(Color.Coral);
            particleColors.Add(Color.Yellow);

            // Register this object as the mouse listener
            InputManager.Instance.RegisterMouseListener(this);

            #region Demo Housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenParticleActors.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(pa);
            #endregion
        }
        public override void Start()
        {
            a1 = new Actor();
            a1.Size = new Vector2(5.0f, 5.0f);
            a1.Color = Color.Blue;
            a1.Position = new Vector2(-1f, -1f);

            a2 = new Actor();
            a2.Size = new Vector2(5.0f, 5.0f);
            a2.Color = Color.Red;
            a2.Position = new Vector2(1f, 1f);

            World.Instance.Add(a1, 0); //Adding this actor to layer 0
            World.Instance.Add(a2, 1); //Adding this actor to layer 1

            //For your game, you will may want to use an
            //  enum for these values so you don't have to
            //  keep the integers straight.

            t1 = new TextActor("Console", "These Actors overlap.");
            t1.Position = new Vector2(0f, 5.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            t2 = new TextActor("Console", "Use the controller's bumper buttons to change their layer ordering.");
            t2.Position = new Vector2(0f, 4.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t2);

            //Demo housekeeping below this point.
            #region Demo Housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenRenderLayers.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(a1);
            _objects.Add(a2);
            #endregion
        }
        public override void Start()
        {
            //Set up the PhysicsActors to collide
            p1 = new PhysicsActor();
            p1.Size = new Vector2(1.0f, 1.0f);
            p1.Color = new Color(1.0f, 0.0f, 1.0f, 1.0f);
            p1.Density = 0.8f;
            p1.Friction = 0.5f;
            p1.Restitution = 0.7f;

            // Unlike in Angel 1.1 (which uses a global OnCollision handler) here, we
            // register with the pieces we want to know about collisions from
            p1.Collision += new CollisionHandler(OnCollision);

            p2 = new PhysicsActor();
            p2.Position = new Vector2(0.0f, -11.0f);
            p2.Size = new Vector2(30.0f, 5.0f);
            p2.Color = new Color(0.0f, 1.0f, 0.0f);
            p2.Density = 0.0f;
            p2.Friction = 0.1f;

            World.Instance.Add(p1);
            World.Instance.Add(p2);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            t1 = new TextActor("Console", "This example looks similar, but is responding to collisions with sound.");
            t1.Position = new Vector2(0.0f, 3.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1);
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenCollisions.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t1);
            _objects.Add(p1);
            _objects.Add(p2);
            #endregion
        }
        public override void Start()
        {
            //Loads the file from Config\Levels\layeredcollisionlevel_demo.lvl
            ActorFactory.Instance.LoadLevel("layeredcollisionlevel_demo");

            //All the magic happens in the level file!
            t1 = new TextActor("Console", "These new Actors were assigned layers in the level file.");
            t1.Position = new Vector2(0.0f, 5.5f);
            t1.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t1, 10);
            t2 = new TextActor("Console", "Layer names are defined in autoexec.cfg (note variables starting with \"layer_\"),");
            t2.Position = new Vector2(0.0f, 4.5f);
            t2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t2, 10);
            t3 = new TextActor("Console", "and assigned to Actors by ActorFactorySetLayerName <layerName>.");
            t3.Position = new Vector2(0.0f, 3.5f);
            t3.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t3, 10);

            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenLayeredCollisionLevelFile.cs, layeredcollisionlevel_demo.lvl,");
            TextActor fileLoc2 = new TextActor("ConsoleSmall", "      autoexec.cfg");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 735);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            fileLoc2.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc2.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc, 10);
            World.Instance.Add(fileLoc2, 10);
            _objects.Add(fileLoc);
            _objects.Add(fileLoc2);
            _objects.Add(t1);
            _objects.Add(t2);
            _objects.Add(t3);

            Actor[] spawnedActors = TagCollection.Instance.GetObjectsTagged("spawned");
            foreach (Actor a in spawnedActors)
                _objects.Add(a);
            #endregion
        }
        public override void Start()
        {
            // Create the particle actor via the Actor Definition system (.adf files)
            shiftingActor = new Actor();
            shiftingActor.Size = new Vector2(4.0f, 4.0f);
            shiftingActor.Position = new Vector2(-5.0f, 0.0f);
            shiftingActor.Color = new Color(1.0f, 1.0f, 0.0f, 0.5f);
            World.Instance.Add(shiftingActor);

            Switchboard.Instance.Broadcast(new Message("IntervalScreenStarted"));

            // Register message (delegates) that will handle transitions between what morphs are happening
            Switchboard.Instance["IntervalScreenStarted"] += MoveRight;
            Switchboard.Instance["LeftMoveDone"] += MoveRight;
            Switchboard.Instance["RightMoveDone"] += MoveLeft;

            text1 = new TextActor("Console", "This Actor is using Intervals to change its properties. ");
            text1.Position = new Vector2(0.0f, 3.5f);
            text1.TextAlignment = TextActor.Alignment.Center;
            String explanation = "Intervals are kind of \"fire and forget\" functions that let you";
            explanation += "\ngive a goal state and a duration, then the Actor itself";
            explanation += "\ndoes the interpolation for you.";
            text2 = new TextActor("Console", explanation);
            text2.Position = new Vector2(0.0f, -4.0f);
            text2.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(text1);
            World.Instance.Add(text2);

            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenIntervals.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(shiftingActor);
            _objects.Add(fileLoc);
            _objects.Add(text1);
            _objects.Add(text2);
            #endregion
        }
        public override void Start()
        {
            TextActor t = new TextActor("Console", "Welcome to Angel. This is a quick demo of what we can do.");
            t.Position = new Vector2(0, 3.5f);
            t.TextAlignment = TextActor.Alignment.Center;

            TextActor t2 = new TextActor("Console", "(press [A] on the 360 controller or space bar to continue)");
            t2.Position = new Vector2(0, 2);
            t2.TextAlignment = TextActor.Alignment.Center;

            World.Instance.Add(t);
            World.Instance.Add(t2);

            //Demo housekeeping below this point.
            #region Demo housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenStart.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t);
            _objects.Add(t2);
            #endregion
        }
        public override void Start()
        {
            //Adding an actor to the world is very simple
            a = new Actor();
            a.Size = new Vector2(5.0f, 5.0f);
            a.Color = Color.Black;
            World.Instance.Add(a);

            t = new TextActor("Console", "Here's a simple Actor. (Press [B] to change it.)");
            t.Position = new Vector2(0.0f, 3.5f);
            t.TextAlignment = TextActor.Alignment.Center;
            World.Instance.Add(t);

            //Demo housekeeping below this point.
            #region Demo Housekeeping
            TextActor fileLoc = new TextActor("ConsoleSmall", "DemoScreenSimpleActor.cs");
            fileLoc.Position = World.Instance.Camera.ScreenToWorld(5, 755);
            fileLoc.Color = new Color(.3f, .3f, .3f);
            World.Instance.Add(fileLoc);
            _objects.Add(fileLoc);
            _objects.Add(t);
            _objects.Add(a);
            #endregion
        }
示例#19
0
        protected void InitializeMap()
        {
            // Tim, this is for you! (plz delete this line)

            // campus map panel
            Actor campus = new Actor();
            campus.Size = new Vector2(512.0f, 768.0f);
            campus.Position = new Vector2(-256.0f, 0.0f);
            campus.DrawShape = Actor.ActorDrawShape.Square;
            campus.SetSprite("map");
            World.Instance.Add(campus);

            // tech web/tree panel
            Actor tech = new Actor();
            tech.Size = new Vector2(512.0f, 768.0f);
            tech.Position = new Vector2(256.0f, 0.0f);
            //tech.Color = new Color(0.0f, 0.0f, 1.0f, 0.5f);
            tech.DrawShape = Actor.ActorDrawShape.Square;
            tech.SetSprite("tech_tree");
            World.Instance.Add(tech);

            // Player 1
            Actor player1 = new Actor();
            player1.Size = new Vector2(14.0f, 35.0f);
            player1.Position = new Vector2(-450.0f, 350.0f);
            player1.Color = new Color(1.0f, 1.0f, 1.0f);
            player1.DrawShape = Actor.ActorDrawShape.Square;
            player1.SetSprite("avatar1");
            World.Instance.Add(player1);
            player1.Name = "Player 1";

            // player 1 input
            DeveloperConsole.Instance.ItemManager.AddCommand("UpPressed", new ConsoleCommandHandler(MoveUp2));
            DeveloperConsole.Instance.ItemManager.AddCommand("DownPressed", new ConsoleCommandHandler(MoveDown2));
            DeveloperConsole.Instance.ItemManager.AddCommand("LeftPressed", new ConsoleCommandHandler(MoveLeft2));
            DeveloperConsole.Instance.ItemManager.AddCommand("RightPressed", new ConsoleCommandHandler(MoveRight2));

            Switchboard.Instance["UpPressed"] += new MessageHandler(x => MoveUp2(null));
            Switchboard.Instance["DownPressed"] += new MessageHandler(x => MoveDown2(null));
            Switchboard.Instance["LeftPressed"] += new MessageHandler(x => MoveLeft2(null));
            Switchboard.Instance["RightPressed"] += new MessageHandler(x => MoveRight2(null));

            // Player 2
            Actor player2 = new Actor();
            player2.Size = new Vector2(14.0f, 35.0f);
            player2.Position = new Vector2(-60.0f, -350.0f);
            player2.Color = new Color(0.0f, 0.0f, 0.0f);
            player2.DrawShape = Actor.ActorDrawShape.Square;
            player2.SetSprite("avatar2");
            World.Instance.Add(player2);
            player2.Name = "Player 2";

            // Player 2 input
            DeveloperConsole.Instance.ItemManager.AddCommand("WPressed", new ConsoleCommandHandler(MoveUp));
            DeveloperConsole.Instance.ItemManager.AddCommand("SPressed", new ConsoleCommandHandler(MoveDown));
            DeveloperConsole.Instance.ItemManager.AddCommand("APressed", new ConsoleCommandHandler(MoveLeft));
            DeveloperConsole.Instance.ItemManager.AddCommand("DPressed", new ConsoleCommandHandler(MoveRight));

            Switchboard.Instance["WPressed"] += new MessageHandler(x => MoveUp(null));
            Switchboard.Instance["SPressed"] += new MessageHandler(x => MoveDown(null));
            Switchboard.Instance["APressed"] += new MessageHandler(x => MoveLeft(null));
            Switchboard.Instance["DPressed"] += new MessageHandler(x => MoveRight(null));

            // Quick Keyboard Hack
            DeveloperConsole.Instance.ItemManager.AddCommand("Pause", new ConsoleCommandHandler(Pause));
            DeveloperConsole.Instance.ItemManager.AddCommand("UnPause", new ConsoleCommandHandler(UnPause));
            DeveloperConsole.Instance.ItemManager.AddCommand("Quit", new ConsoleCommandHandler(QuitFromConsole));
            DeveloperConsole.Instance.ItemManager.AddCommand("Start", new ConsoleCommandHandler(Start));
            DeveloperConsole.Instance.ItemManager.AddCommand("Victory", new ConsoleCommandHandler(Victory));
            DeveloperConsole.Instance.ItemManager.AddCommand("Lose", new ConsoleCommandHandler(Lose));
            Switchboard.Instance["Pause"] += new MessageHandler(x => Pause(null));
            Switchboard.Instance["UnPause"] += new MessageHandler(x => UnPause(null));
            Switchboard.Instance["Quit"] += new MessageHandler(x => QuitFromConsole(null));
            Switchboard.Instance["Start"] += new MessageHandler(x => Start(null));
            Switchboard.Instance["Victory"] += new MessageHandler(x => Victory(null));
            Switchboard.Instance["Lose"] += new MessageHandler(x => Lose(null));

            // P1 Status
            statusTextP1 = new TextActor("Small", "");
            statusTextP1.Position = new Vector2(-480.0f, -350.0f);
            statusTextP1.Name = "P1_Status";
            World.Instance.Add(statusTextP1);
            Switchboard.Instance["Collision"] += new MessageHandler(x => TreeListener(x.Sender));

            // P2 Status
            statusTextP2 = new TextActor("Small", "");
            statusTextP2.Position = new Vector2(-200.0f, -350.0f);
            statusTextP2.Name = "P2_Status";
            World.Instance.Add(statusTextP2);
            Switchboard.Instance["Collision"] += new MessageHandler(x => TreeListener(x.Sender));
            Switchboard.Instance["SkillUpdate"] += new MessageHandler(x => UpdateListener(x.Sender));

            SoundState.Instance.SoundOff();

            // Add (invisible) map squares
            ActorFactory.Instance.LoadLevel("map_spots");
        }
示例#20
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        ///  related content.  Calling base.Initialize will iterate through any components
        ///  and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            World.Instance.Initialize(this);

            // Add the default grid so we can see where our Actors are in the world
            World.Instance.Add(new GridActor());

            pTextP1 = new TextActor("Small", "PAUSED");
            World.Instance.Add(pTextP1, 3);

            startSheetText = new TextActor("Small", "");
            World.Instance.Add(startSheetText, 3);

            endSheetText = new TextActor("Small", "Define Yourself IS OVER");
            World.Instance.Add(endSheetText, 3);

            endSheetScoreP1 = new TextActor("Small", "SCORE 1");
            endSheetScoreP1.Position = new Vector2(-300, 200);
            World.Instance.Add(endSheetScoreP1, 3);

            endSheetScoreP2 = new TextActor("Small", "SCORE 2");
            endSheetScoreP2.Position = new Vector2(300, 200);
            World.Instance.Add(endSheetScoreP2, 3);

            pauseSheet = new Actor();
            pauseSheet.Size = new Vector2(1024.0f, 768.0f);
            pauseSheet.Position = new Vector2(0.0f, 0.0f);
            pauseSheet.DrawShape = Actor.ActorDrawShape.Square;
            World.Instance.Add(pauseSheet, 2);

            startSheet = new Actor();
            startSheet.Size = new Vector2(1024.0f, 768.0f);
            startSheet.Position = new Vector2(0.0f, 0.0f);
            startSheet.DrawShape = Actor.ActorDrawShape.Square;
            World.Instance.Add(startSheet, 2);

            endSheet = new Actor();
            endSheet.Size = new Vector2(1024.0f, 768.0f);
            endSheet.Position = new Vector2(0.0f, 0.0f);
            endSheet.DrawShape = Actor.ActorDrawShape.Square;
            World.Instance.Add(endSheet, 2);

            InitializeMap();

            InitializeSkillWeb();

            clock = new TextActor("Tiny", "Time Left: ");
            clock.Color = Color.Black;
            clock.Position = new Vector2(-120, 370);
            World.Instance.Add(clock);

            // Set the camera up somewhere "above" the grid
            World.Instance.Camera.Position = new Vector3(0.0f, 0.0f, 400.0f);

            // Add the AngelComponent once your setup is done, and Angel will
            // take care of updating and drawing everything for you.
            Components.Add(new AngelComponent(this));

            // TODO: Add your initialization logic here

            MusicState.Instance.Play();
            MusicState.Instance.Stop();

            base.Initialize();
        }