public Key(Rectangle pos, Map map) : base(map) { Body BodyDec = new Body(map.PhysicalWorld); BodyDec.BodyType = BodyType.Static; PolygonShape S = new PolygonShape(1f); S.SetAsBox(pos.Width / 2, pos.Height / 2); Fixture = BodyDec.CreateFixture(S); Fixture.Restitution = 1f; Fixture.Friction = 10f; this.Position = pos; SetName("Key"); LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); light = new PointLight() { IsEnabled = true, Color = new Vector4(0.95f, .7f, .05f, 1f), Power = power, LightDecay = 350, Position = new Vector3(Position.X, Position.Y, 20), Direction = new Vector3(0,0, 0) }; LE.AddLight(light); }
public Zombie(Rectangle pos, Map m) : base(m) { Body BodyDec = new Body(m.PhysicalWorld); BodyDec.BodyType = BodyType.Dynamic; Fixture = BodyDec.CreateFixture(new CircleShape(15f, 2.5f)); //Fixture.Restitution = 0f; walkAnim = new Animation(); walkNormalAnim = new AnimationNormal(); walkAnim.Load("ZombieAnim", Vector2.One * 64, 6, 200); walkNormalAnim.Load("ZombieAnim_normal", Vector2.One * 64, 6, 200, (LightingEngine)Renderer.GetRenderEffect("LightingEngine")); walkAnim.Center = Vector2.One * 32; walkNormalAnim.Center = Vector2.One * 32; Position = pos; hp = 100; def = 1; damage = 2; lucky = 1; SetName("zombie"); sounds = new Dictionary<string, ISound>(); //sounds.Add("Sounds/Mobs/zombie_walk", GeneralManager.Sounds["Sounds/Mobs/zombie_walk"].CreateInstance()); //sounds.Add("zombie_moan", GeneralManager.Sounds["Sounds/Mobs/zombie_moan"].CreateInstance()); //pfinder = new PathFinderFast(m.GetChunk().GetCostArray()); }
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 int tileSize; /**< Size of single tile */ #endregion Fields #region Constructors /// <summary> /// Constructor /// </summary> /// <param name="pos">Position in map</param> /// <param name="Parent">Reference to map instance</param> /// <param name="tileSize">Size of single tile</param> public Chunk(Rectangle pos, Map Parent, int tileSize) { this.position = pos; this.tileSize = tileSize; this.map = Parent; tiles = new Tile[pos.Width / tileSize, pos.Height / tileSize]; GeneratorBase E = new DungeonGenerator(); E.Generate(this); CheckIsolation(); SaveImage("Content/Maps"); }
public Player(Rectangle pos, Map m) : base(m) { Body BodyDec = new Body(m.PhysicalWorld); BodyDec.BodyType = BodyType.Dynamic; Fixture = BodyDec.CreateFixture(new CircleShape(15f, 1.0f)); Body BodyDecSensor = new Body(m.PhysicalWorld); BodyDecSensor.BodyType = BodyType.Dynamic; PlayerSensor = BodyDecSensor.CreateFixture(new CircleShape(15f, .0f)); PlayerSensor.Body.IsSensor = true; PlayerSensor.OnCollision += OnSensorCollide; this.Name = "player"; this.texName = "Mobs/" + Name; this.normalName = "Mobs/" + Name + "_normal"; this.Position = pos; hp = 100; def = 10; damage = 5; lucky = 123135; this.map = m; speed = 15500f; weapon = new AK47(); IdleAnim = new Animation(); IdleNormalAnim = new AnimationNormal(); WalkAnim = new Animation(); WalkNormalAnim = new AnimationNormal(); IdleAnim = GeneralManager.Animations["PlayerIdle"]; IdleAnim.Center = Vector2.One * 32; IdleNormalAnim.Load("PlayerIdle_normal", Vector2.One * 64, 1, 10000, (LightingEngine)Renderer.GetRenderEffect("LightingEngine")); IdleNormalAnim.Center = Vector2.One * 32; WalkAnim = GeneralManager.Animations["TestAnim"]; WalkAnim.Center = Vector2.One * 32; WalkNormalAnim.Load("TestAnim_normal", Vector2.One * 64, 6, 80, (LightingEngine)Renderer.GetRenderEffect("LightingEngine")); WalkNormalAnim.Center = Vector2.One * 32; LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); ShootLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.95f, .7f, .05f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(500, 400, 20), SpotAngle = 2f * 3.1415f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LE.AddLight(ShootLight); stoper = new Stopwatch(); stoper.Start(); }
/// <summary> /// Constructor /// </summary> /// <param name="Map">In which map, mob will be created</param> public Mob(Map Map) : base(Map) { }