public HauntedHouse() { // Setup the graphics device manager with some default settings this.graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = 1280; this.graphics.PreferredBackBufferHeight = 720; // Allow the window to be resized (to demonstrate render target recreation) this.Window.AllowUserResizing = true; // Setup the content manager with some default settings this.Content.RootDirectory = "Content"; // Create Krypton this.krypton = new KryptonEngine(this, "KryptonEffect"); map = new Map(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here map = Content.Load<Map>("desert"); // Create a new simple point light texture to use for the lights this.lightTexture = LightTextureBuilder.CreatePointLight(this.GraphicsDevice, 512); // Load sprites playerImage = Content.Load<Texture2D>("player"); gemImage = Content.Load<Texture2D>("gem"); //Test Sprite testSprite = new Sprite(playerImage, new Vector2(100, -100), krypton); testSprite.Position = new Vector2(200, 20); testSprite.Velocity = new Vector2(0.2f, 0f); //Dont add it cuase sprites.Add(testSprite); //Create player player = new Player(Vector2.Zero,testSprite); // Load the player resources Animation playerAnimation = new Animation(); Texture2D playerTexture = Content.Load<Texture2D>("shipAnimation"); playerAnimation.Initialize(playerTexture, Vector2.Zero, 115, 69, 8, 45, Color.White, 1f, true, this.GraphicsDevice); player.Position = new Vector2(200, 200); //player.Velocity = new Vector2(0f, 0f); testSprite2 = new Sprite(playerImage, new Vector2(100, -100), krypton); testSprite2.Position = new Vector2(100, 20); testSprite2.Velocity = new Vector2(0f, 0.1f); sprites.Add(testSprite2); // Create a light we can control torch = new Light2D() { Texture = this.lightTexture, X = 0, Y = 0, Range = 600, Intensity = 0.5f, Color = Color.White, ShadowType = ShadowType.Illuminated, Fov = MathHelper.PiOver2 * (float)(0.5) }; this.krypton.Lights.Add(this.torch); /* // Make some random lights! for (int i = 0; i < 9; i++) { byte r = (byte)(this.random.Next(255 - 32) + 32); byte g = (byte)(this.random.Next(255 - 32) + 32); byte b = (byte)(this.random.Next(255 - 32) + 32); Light2D light = new Light2D() { Texture = lightTexture, Range = (float)(this.random.NextDouble() * 200 + 100), Color = new Color(r, g, b), //Intensity = (float)(this.mRandom.NextDouble() * 0.25 + 0.75), Intensity = 0.8f, Angle = MathHelper.TwoPi * (float)this.random.NextDouble(), X = (float)(this.random.NextDouble() * 500), Y = (float)(this.random.NextDouble() * 500), }; // Here we set the light's field of view if (i % 2 == 0) { light.Fov = MathHelper.PiOver2 * (float)(this.random.NextDouble() * 0.75 + 0.25); } this.krypton.Lights.Add(light); } */ /* int x = 10; int y = 10; float w = 1000; float h = 1000; // Make lines of lines of hulls! for (int j = 0; j < y; j++) { // Make lines of hulls! for (int i = 0; i < x; i++) { var posX = (((i + 0.5f) * w) / x) - w / 2 + (j % 2 == 0 ? w / x / 2 : 0); var posY = (((j + 0.5f) * h) / y) - h / 2; // +(i % 2 == 0 ? h / y / 4 : 0); var hull = ShadowHull.CreateRectangle(Vector2.One * 10f); hull.Position.X = posX; hull.Position.Y = posY; hull.Scale.X = (float)(this.random.NextDouble() * 2.75f + 0.25f); hull.Scale.Y = (float)(this.random.NextDouble() * 2.75f + 0.25f); krypton.Hulls.Add(hull); } } */ //Test lights }