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 RedAlarmLamp(Rectangle r, Map m) : base(m) { Body BodyDec = new Body(m.PhysicalWorld); BodyDec.BodyType = BodyType.Static; PolygonShape S = new PolygonShape(1f); S.SetAsBox(r.Width / 2, r.Height / 2); Fixture = BodyDec.CreateFixture(S); Fixture.Restitution = 1f; Fixture.Friction = 10f; Position = r; SetName("RedAlarmLamp"); AlertLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.9f, .1f, .1f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(r.X, r.Y, 20), SpotAngle = 1.5f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LightingEngine LE = (LightingEngine)Renderer.GetRenderEffect("LightingEngine"); LE.AddLight(AlertLight); }
/// <summary> /// Copy all the base fields. /// </summary> /// <param name="light">The light.</param> protected void CopyBaseFields(Light light) { light.Color = this.Color; light.IsEnabled = this.IsEnabled; light.LightDecay = this.LightDecay; light.LightType = this.LightType; light.Position = this.Position; light.Power = this.Power; }
public void RemoveLight(Light Light) { _lights.Remove(Light); }
public void AddLight(Light Light) { _lights.Add(Light); Krypton.Lights.Add(Light.KryptonLight); }
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(); }