public static ViewSystem instance() { if (Instance == null) { Instance = new ViewSystem(); } return(Instance); }
public void loadScene(Scene scene) { scene.initialisation(); SceneManager.instance().setCurrentScene(scene); TimeManager.instance().start(); ViewSystem.instance().start(scene.getLayers()[0].getSpriteToDraw()); BrushManager.instance().start(scene.getLayers()[0].picture.image); foreach (var key in scene.colors.Keys) { BrushManager.instance().AddColor(scene.colors[key], key); } UI_SYSTEM.instance().start(); }
public void loadScene1() { //COLORS Color sand1 = new Color(252, 235, 145); Color emptyP = new Color(0, 0, 0); Color waterP = new Color(101, 175, 182, 150); Color lightning = new Color(108, 233, 236); Color fire = new Color(191, 106, 2); byte fireoffset = 42; Color fireActive = new Color(191, 148, 2); Color wood = new Color(53, 33, 21); byte woodoffset = 29; //MAIN__FIELD //Image image = new Image("C:/Users/Пользователь/Desktop/SandySharp/SandySharp/FirstScene.png"); Image image = new Image(160, 120, Color.Transparent); Image flame_field = new Image(160, 120, Color.Transparent); Image fire_field = new Image(160, 120, Color.Transparent); image = Pixy.drawBorder(image); RenderObject picture = new RenderObject(image); RenderObject flame_picture = new RenderObject(flame_field); RenderObject fire_picture = new RenderObject(fire_field); //starts //SCENES AND LAYERS Scene scene = new Scene(window); Layer main_layer = new Layer(1, "main"); Layer Fire_layer = new Layer(2, "fire_layer"); Layer flame_layer = new Layer(3, "flame_layer"); //SIMULATIONS SandSimulation sandSim = new SandSimulation(sand1, image, "sand_sim"); LiquidSimulation liqSim = new LiquidSimulation(waterP, image, "liquid_sim"); FireSimulation fireSim = new FireSimulation(fire, fireoffset, wood, woodoffset, fire_field, image, waterP, "fire_sim"); FlameSimulation flameSim = new FlameSimulation(fire, fireSim.getActiveFire(), fire_field, flame_field, "flame_sim"); LightningSimulation lightningSim = new LightningSimulation(lightning, fireSim.getActiveFire(), fire_field, image, "lightning_sim"); RainSimulation rainSim = new RainSimulation(waterP, lightning, image, fire_field, 0.1f, 0.08f, "rain_sim"); scene.AddLayer(main_layer); scene.AddLayer(Fire_layer); scene.AddLayer(flame_layer); scene.AddObject(fireSim); scene.AddObject(flameSim); scene.AddObject(liqSim); scene.AddObject(sandSim); //scene.AddObject(lightningSim); //scene.AddObject(rainSim); main_layer.setLayerRenderObject(picture); Fire_layer.setLayerRenderObject(fire_picture); flame_layer.setLayerRenderObject(flame_picture); scene.initialisation(); //SYSTEMS INICIALIZATION SceneManager.instance().setCurrentScene(scene); TimeManager.instance().start(); ViewSystem.instance().start(picture.sprite); BrushManager.instance().start(image); BrushManager.instance().AddColor(waterP, "water"); BrushManager.instance().AddColor(fireSim.getActiveFire(), "fire"); BrushManager.instance().AddColor(sand1, "sand"); BrushManager.instance().AddColor(wood, "wood"); UI_SYSTEM.instance().start(); //testPHYSICS }