public WorldScreen(Game Game) : base(Game, GeneralManager.ScreenX, GeneralManager.ScreenY) { GeneralManager.LoadAnimation("TestAnim", Vector2.One * 64, 6, 80); GeneralManager.LoadAnimation("PlayerIdle", Vector2.One * 64, 1, 10000); DebugWindow.Visible = false; DebugWindow.AddGUI(FarseerDebugCheck, DebugWindow); AddGUI(DebugWindow); LE = new LightingEngine(); Color a = new Color(ambient, ambient, ambient); LE.SetAmbient(a, a); //LE.SetAmbient(Color.Gray, Color.Gray); Renderer.AddRendererEffect(LE, "LightingEngine"); LoadContent(); Map = new Map(this, tileSize, mapSize); //Renderer.AddPostProcess(new BlurEffect(), "Blur"); SE = new BlurSwitchEffect(); SE.MaxTime = 1f; SE.TurnOffAction = delegate () {Renderer.RemovePostProcess("Switch");}; Renderer.AddPostProcess(SE, "Switch"); Camera.Init(GeneralManager.GetPartialRect(0, 0, 1, 1), new Rectangle(0, 0, tileSize * mapSize, tileSize * mapSize)); PlayerLight = new SpotLight() { IsEnabled = true, Color = new Vector4(0.9f, .7f, .7f, 1f), Power = .6f, LightDecay = 600, Position = new Vector3(500, 400, 20), SpotAngle = 1.5f, SpotDecayExponent = 3, Direction = new Vector3(0.244402379f, 0.969673932f, 0) }; LE.AddLight(PlayerLight); Debug = new FarseerPhysics.DebugViews.DebugViewXNA(Map.PhysicalWorld); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Shape); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.AABB); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.PerformanceGraph); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.Joint); Debug.AppendFlags(FarseerPhysics.DebugViewFlags.ContactPoints); Debug.DefaultShapeColor = Color.White; Debug.SleepingShapeColor = Color.LightGray; Debug.LoadContent(Parent.GraphicsDevice, Parent.Content); //Weapon w = new Weapon("test", "Gun", 100, 10, Hands.One, 10, 600, 10, 10, 10); //Serializer.Serialize<Weapon>("weapon.xml", w); }
public void Load(string TexName, Vector2 FrameSize, int MaxFrames, int MsPerFrame, LightingEngine LE) { this.FrameSize = FrameSize; CurrentFrame = 0; this.MaxFrames = MaxFrames; BaseTex = GeneralManager.Content.Load<Texture2D>("Textures/Animations/" + TexName); MilisecondsPerFrame = MsPerFrame; Regions = new List<Rectangle>(); int SizeX = (BaseTex.Width / (int)FrameSize.X); int SizeY = (BaseTex.Height / (int)FrameSize.Y); for (int i = 0; i < MaxFrames; i++) { Regions.Add(new Rectangle((i % SizeX) * (int)FrameSize.X, (i / SizeX) * (int)FrameSize.Y, (int)FrameSize.X, (int)FrameSize.Y)); } this.LE = LE; }
public void Load(string TexName, Vector2 FrameSize, int MaxFrames, int MsPerFrame, LightingEngine LE) { this.FrameSize = FrameSize; CurrentFrame = 0; this.MaxFrames = MaxFrames; BaseTex = GeneralManager.Content.Load <Texture2D>("Textures/Animations/" + TexName); MilisecondsPerFrame = MsPerFrame; Regions = new List <Rectangle>(); int SizeX = (BaseTex.Width / (int)FrameSize.X); int SizeY = (BaseTex.Height / (int)FrameSize.Y); for (int i = 0; i < MaxFrames; i++) { Regions.Add(new Rectangle((i % SizeX) * (int)FrameSize.X, (i / SizeX) * (int)FrameSize.Y, (int)FrameSize.X, (int)FrameSize.Y)); } this.LE = LE; }