public LightSource(Vector2 _position, string _name, Light _light) : base(_position, _name) { display = true; light = _light; }
public Fire(Vector2 _position, string _name, Light _light) : base(_position, _name, _light) { animStarts = new List<Point>(); animEnds = new List<Point>(); animStarts = Managers.AssetManager.GetAnimIndexes(name)[0]; animEnds = Managers.AssetManager.GetAnimIndexes(name)[1]; NewAnimation(); }
public Torch() { display = true; light = new Light(Color.White, 0, LightType.Null, Point.Zero); }
public Torch(Vector2 _position, string _name) : base(_position, _name) { display = true; light = new Light(Color.White, 0, LightType.Null, Point.Zero); }
public Light LoadLightSource(LightType light, Color color, float intensity, int x, int y, string name) { Light l = new Light(color, intensity, light, new Point(x, y)); LightSource source = new LightSource(new Vector2(y * Tile.width, x * Tile.height), name, new Light(color, intensity, light, new Point(x, y))); objects.Add(source); lightSources.Add(source); return l; }
public void LoadNullLight(int x, int y) { lightMap[x, y] = new Light(Color.White, 0, LightType.Null, new Point(x, y)); lightable.Add(new Point(x, y)); }
public Tile LoadFire(string textureName, int x, int y) { Light l = new Light(Color.White, 0.6f, LightType.Point, new Point(x, y)); Fire source = new Fire(new Vector2(y * Tile.width, x * Tile.height), textureName, l); objects.Add(source); lightSources.Add(source); lightMap[x, y] = l; lightable.Add(new Point(x, y)); return LoadNullTile(); }