public Map(MainGame game, World world, ScreenManager screenManager) { _screenManager = screenManager; _floorSprite = new Sprite(screenManager.Content.Load<Texture2D>("bg/Environment_Floor_Tilable")); float oneSixth = screenManager.GraphicsDevice.Viewport.Width*0.175f; Size = new Vector2(ConvertUnits.ToSimUnits(screenManager.GraphicsDevice.Viewport.Width * 2.5f + oneSixth*2), ConvertUnits.ToSimUnits(screenManager.GraphicsDevice.Viewport.Height)); CreateTowers(screenManager, oneSixth); _gameBorder = new GameBorder(world, game, Size); }
/// <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 enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); var main1 = new MainGame(); var menuScreen = new MenuScreen("Change of Heart"); menuScreen.AddMenuItem("A Global Game Jam 2013 Game", EntryType.Separator, null); menuScreen.AddMenuItem(main1.GetTitle(), EntryType.Screen, main1); menuScreen.AddMenuItem("", EntryType.Separator, null); menuScreen.AddMenuItem("Exit", EntryType.ExitItem, null); ScreenManager.AddScreen(new BackgroundScreen()); ScreenManager.AddScreen(menuScreen); //ScreenManager.AddScreen(new LogoScreen(TimeSpan.FromSeconds(3.0))); }
public GameBorder(World world, MainGame screen, Vector2 viewport) { _world = world; _screen = screen; float halfWidth = viewport.X; float halfHeight = viewport.Y/2f - 0.8f; var borders = new Vertices(4) { new Vector2(-halfWidth, halfHeight), new Vector2(halfWidth, halfHeight), new Vector2(halfWidth, -halfHeight), new Vector2(-halfWidth, -halfHeight) }; _anchor = BodyFactory.CreateLoopShape(_world, borders); _anchor.CollisionCategories = Category.All; _anchor.CollidesWith = Category.All; _basicEffect = new BasicEffect(GameScreen.ScreenManager.GraphicsDevice) { VertexColorEnabled = true, TextureEnabled = true, Texture = GameScreen.ScreenManager.Content.Load<Texture2D>("Materials/pavement") }; var vertice = new VertexPositionColorTexture[8]; vertice[0] = new VertexPositionColorTexture(new Vector3(-halfWidth, -halfHeight, 0f), Color.LightGray, new Vector2(-halfWidth, -halfHeight)/5.25f); vertice[1] = new VertexPositionColorTexture(new Vector3(halfWidth, -halfHeight, 0f), Color.LightGray, new Vector2(halfWidth, -halfHeight)/5.25f); vertice[2] = new VertexPositionColorTexture(new Vector3(halfWidth, halfHeight, 0f), Color.LightGray, new Vector2(halfWidth, halfHeight)/5.25f); vertice[3] = new VertexPositionColorTexture(new Vector3(-halfWidth, halfHeight, 0f), Color.LightGray, new Vector2(-halfWidth, halfHeight)/5.25f); vertice[4] = new VertexPositionColorTexture(new Vector3(-halfWidth, -halfHeight, 0f), Color.LightGray, new Vector2(-halfWidth, -halfHeight)/5.25f); vertice[5] = new VertexPositionColorTexture(new Vector3(halfWidth , -halfHeight, 0f), Color.LightGray, new Vector2(halfWidth , -halfHeight)/5.25f); vertice[6] = new VertexPositionColorTexture(new Vector3(halfWidth , halfHeight , 0f), Color.LightGray, new Vector2(halfWidth, halfHeight)/5.25f); vertice[7] = new VertexPositionColorTexture(new Vector3(-halfWidth, halfHeight, 0f), Color.LightGray, new Vector2(-halfWidth, halfHeight)/5.25f); _borderVerts = new VertexPositionColorTexture[24]; _borderVerts[0] = vertice[0]; _borderVerts[1] = vertice[5]; _borderVerts[2] = vertice[4]; _borderVerts[3] = vertice[0]; _borderVerts[4] = vertice[1]; _borderVerts[5] = vertice[5]; _borderVerts[6] = vertice[1]; _borderVerts[7] = vertice[6]; _borderVerts[8] = vertice[5]; _borderVerts[9] = vertice[1]; _borderVerts[10] = vertice[2]; _borderVerts[11] = vertice[6]; _borderVerts[12] = vertice[2]; _borderVerts[13] = vertice[7]; _borderVerts[14] = vertice[6]; _borderVerts[15] = vertice[2]; _borderVerts[16] = vertice[3]; _borderVerts[17] = vertice[7]; _borderVerts[18] = vertice[3]; _borderVerts[19] = vertice[4]; _borderVerts[20] = vertice[7]; _borderVerts[21] = vertice[3]; _borderVerts[22] = vertice[0]; _borderVerts[23] = vertice[4]; }