* 1.0.1.9 - 5/20/2013
* - Adding mono support * * 1.0.1.10 - 11/29/2014 * - Adding prompt factory class to generate a Final Fantasy type text prompt * - Updating Gleed2D support to work with latest version of Gleed2D
This commit is contained in:
parent
22017d6c19
commit
dfea1994f0
10
README
10
README
@ -31,16 +31,17 @@ Where can I download pre-built DLLs?
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Official versions can be downloaded here:
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http://code.google.com/p/axiosengine/downloads/list
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https://srchub.org/p/axiosengine/downloads/
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Of course you can always build from source from:
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http://code.google.com/p/axiosengine/source/checkout
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https://srchub.org/hg/axiosengine
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Authors
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-------
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General questions/comments/concerns can be directed at:
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Nathan Adams - adamsna[at]datanethost.net
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Contributors:
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@ -65,4 +66,7 @@ XNACC - See XNACC.License.txt
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http://xnacc.codeplex.com/
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Portions of this product are (C) 2009-2011 JRTwine Software, LLC
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Portions of this product are (C) 2009-2011 JRTwine Software, LLC
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Prompt Factory - By Blaze Phoenix
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http://stackoverflow.com/a/17260476/195722
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18
axios.sln
18
axios.sln
@ -1,12 +1,14 @@
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010 Express for Windows Phone
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# Visual Studio 2010
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axios_Windows", "axios\Axios_Windows.csproj", "{742C938F-997D-4EFD-95D2-BB09CDADCD2E}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axios_Xbox_360", "axios\Axios_Xbox_360.csproj", "{B5664516-72B7-4BA3-9F72-25CAA90867D8}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axios_WP7", "axios\Axios_WP7.csproj", "{C09D9005-76AC-4F1A-9479-2787BB3DB158}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Axios_Windows_mono", "axios\Axios_Windows_mono.csproj", "{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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@ -75,6 +77,20 @@ Global
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{C09D9005-76AC-4F1A-9479-2787BB3DB158}.Release|x86.Build.0 = Release|Windows Phone
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{C09D9005-76AC-4F1A-9479-2787BB3DB158}.Release|Xbox 360.ActiveCfg = Release|Windows Phone
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{C09D9005-76AC-4F1A-9479-2787BB3DB158}.Release|Xbox 360.Build.0 = Release|Windows Phone
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|Any CPU.ActiveCfg = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|Mixed Platforms.ActiveCfg = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|Mixed Platforms.Build.0 = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|Windows Phone.ActiveCfg = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|x86.ActiveCfg = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|x86.Build.0 = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Debug|Xbox 360.ActiveCfg = Debug|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|Any CPU.ActiveCfg = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|Mixed Platforms.ActiveCfg = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|Mixed Platforms.Build.0 = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|Windows Phone.ActiveCfg = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|x86.ActiveCfg = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|x86.Build.0 = Release|x86
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{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}.Release|Xbox 360.ActiveCfg = Release|x86
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -156,6 +156,7 @@
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<Compile Include="Dynamics\World.cs" />
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<Compile Include="Dynamics\WorldCallbacks.cs" />
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<Compile Include="Engine\AxiosCommandConsole.cs" />
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<Compile Include="Engine\AxiosEngineFactory.cs" />
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<Compile Include="Engine\AxiosEvents.cs" />
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<Compile Include="Engine\AxiosGameObject.cs" />
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<Compile Include="Engine\AxiosGameScreen.cs" />
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@ -202,6 +203,7 @@
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<Compile Include="Factories\FixtureFactory.cs" />
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<Compile Include="Factories\JointFactory.cs" />
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<Compile Include="Factories\LinkFactory.cs" />
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<Compile Include="Factories\Prompt.cs" />
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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@ -10,7 +10,8 @@
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<RootNamespace>Axios</RootNamespace>
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<AssemblyName>Axios.Windows</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<TargetFrameworkProfile>Client</TargetFrameworkProfile>
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<TargetFrameworkProfile>
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</TargetFrameworkProfile>
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<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
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<XnaPlatform>Windows</XnaPlatform>
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<XnaProfile>HiDef</XnaProfile>
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@ -44,6 +45,13 @@
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<XnaCompressContent>true</XnaCompressContent>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="Gleed2D.Core">
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<HintPath>..\..\..\git\axiosmapeditor\Gleed2D-master\src\Gleed2D.Core\bin\x86\Debug\Gleed2D.Core.dll</HintPath>
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</Reference>
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<Reference Include="Gleed2D.InGame, Version=1.0.0.0, Culture=neutral, processorArchitecture=x86">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\git\axiosmapeditor\Gleed2D-master\src\Gleed2D.Core\bin\x86\Debug\Gleed2D.InGame.dll</HintPath>
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</Reference>
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<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
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<Private>False</Private>
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</Reference>
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@ -99,6 +107,7 @@
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<ItemGroup>
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<Compile Include="Engine\AxiosBreakableGameObject.cs" />
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<Compile Include="Engine\AxiosCommandConsole.cs" />
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<Compile Include="Engine\AxiosEngineFactory.cs" />
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<Compile Include="Engine\AxiosEvents.cs" />
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<Compile Include="Axios_settings.cs" />
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<Compile Include="Collision\Collision.cs" />
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@ -221,14 +230,8 @@
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<Compile Include="Engine\File\AxiosIsolatedFile.cs" />
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<Compile Include="Engine\File\AxiosRegularFile.cs" />
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<Compile Include="Engine\File\AxiosTitleFile.cs" />
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<Compile Include="Engine\Gleed2D\Camera.cs" />
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<Compile Include="Engine\Gleed2D\CircleItem.cs" />
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<Compile Include="Engine\Gleed2D\CustomProperty.cs" />
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<Compile Include="Engine\Gleed2D\Item.cs" />
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<Compile Include="Engine\Gleed2D\Layer.cs" />
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<Compile Include="Engine\Gleed2D\Level.cs" />
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<Compile Include="Engine\Gleed2D\PathItem.cs" />
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<Compile Include="Engine\Gleed2D\RectangleItem.cs" />
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<Compile Include="Engine\Gleed2D\TextureItem.cs" />
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<Compile Include="Engine\Interfaces\IAxiosFile.cs" />
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<Compile Include="Engine\Interfaces\IAxiosGameObject.cs" />
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@ -246,6 +249,7 @@
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<Compile Include="Factories\FixtureFactory.cs" />
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<Compile Include="Factories\JointFactory.cs" />
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<Compile Include="Factories\LinkFactory.cs" />
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<Compile Include="Factories\Prompt.cs" />
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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@ -286,7 +290,6 @@
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<ItemGroup>
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<None Include="AxiosEngine.cd" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
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<PropertyGroup>
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ProjectView>ProjectFiles</ProjectView>
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<ProjectView>ShowAllFiles</ProjectView>
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</PropertyGroup>
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</Project>
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@ -150,6 +150,7 @@
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<Compile Include="Dynamics\WorldCallbacks.cs" />
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<Compile Include="Engine\AxiosBreakableGameObject.cs" />
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<Compile Include="Engine\AxiosCommandConsole.cs" />
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<Compile Include="Engine\AxiosEngineFactory.cs" />
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<Compile Include="Engine\AxiosEvents.cs" />
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<Compile Include="Engine\AxiosGameObject.cs" />
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<Compile Include="Engine\AxiosGameScreen.cs" />
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@ -195,6 +196,7 @@
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<Compile Include="Factories\FixtureFactory.cs" />
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<Compile Include="Factories\JointFactory.cs" />
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<Compile Include="Factories\LinkFactory.cs" />
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<Compile Include="Factories\Prompt.cs" />
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<Compile Include="PrimitiveBatch.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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@ -122,6 +122,13 @@
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* 1.0.1.8 - 1/12/2012
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* - Adding UseSecondStep flag in PhysicsGameScreen (default false)
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*
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* 1.0.1.9 - 5/20/2013
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* - Adding mono support
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*
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* 1.0.1.10 - 11/29/2014
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* - Adding prompt factory class to generate a Final Fantasy type text prompt
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* - Updating Gleed2D support to work with latest version of Gleed2D
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*
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*/
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#endregion
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@ -12,8 +12,15 @@ using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using GameStateManagement;
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using Microsoft.Xna.Framework.Input;
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using Axios.Engine.Gleed2D;
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using Axios.Engine.Extensions;
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using System.IO;
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using System.IO.Compression;
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using Gleed2D.InGame;
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using Axios.Engine.File;
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using System.Xml.Linq;
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using Gleed2D.Core;
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using System.Diagnostics;
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using Axios.Engine.Gleed2D;
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namespace Axios.Engine
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{
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@ -36,6 +43,12 @@ namespace Axios.Engine
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private List<AxiosTimer> _timers;
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private List<AxiosUIObject> _uiobjects;
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protected Dictionary<string, PathItem> PathItems = new Dictionary<string, PathItem>();
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protected Dictionary<string, TextureItem> TextureItems = new Dictionary<string, TextureItem>();
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//protected List<TextureItem> TextureItems = new List<TextureItem>();
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protected Dictionary<string, Texture2D> cache = new Dictionary<string, Texture2D>();
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private AxiosUIObject prevuiobj;
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private AxiosUIObject prevuifocusobj;
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@ -68,6 +81,56 @@ namespace Axios.Engine
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}
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public void LoadLevelFromStream(Stream s)
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{
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XElement xml = XElement.Load(s);
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Level level = LevelLoader.Load(xml);
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this.Level = level;
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foreach (Layer layer in level.Layers)
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{
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foreach (LayerItem item in layer.Items)
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{
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//Debug.WriteLine(item.PropertyType);
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switch (item.PropertyType)
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{
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case "Gleed2D.InGame.PathItemProperties":
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this.LoadPathItem((PathItemProperties)item.Properties, layer);
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break;
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case "Gleed2D.InGame.TextureItemProperties":
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this.LoadTextureItem((TextureItemProperties)item.Properties, layer);
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break;
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case "Gleed2D.InGame.RectangleItemProperties":
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this.LoadRectangleItem((RectangleItemProperties)item.Properties, layer);
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break;
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case "Gleed2D.InGame.CircleItemProperties":
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this.LoadCircleItem((CircleItemProperties)item.Properties, layer);
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break;
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default:
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this.LoadOtherItem(item.Properties, item.PropertyType, layer);
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break;
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}
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/*Debug.WriteLine(item.Properties.Id);
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Debug.WriteLine(item.Properties.Name);
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Debug.WriteLine(item.PropertyType);*/
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}
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}
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}
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public void LoadLevelFromFile(string s)
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{
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AxiosTitleFile file = new AxiosTitleFile(s);
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this.LoadLevelFromStream(file.GetStream(FileMode.Open));
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}
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public void LoadLevelFromGZFile(string s)
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{
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AxiosTitleFile file = new AxiosTitleFile(s);
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GZipStream zipstream = new GZipStream(file.GetStream(FileMode.Open), CompressionMode.Decompress);
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this.LoadLevelFromStream(zipstream);
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}
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public Vector2 MouseAimVector(MouseState ms, Vector2 relativeposition)
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{
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Vector2 ret;
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@ -234,10 +297,16 @@ namespace Axios.Engine
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foreach (Layer layer in Level.Layers)
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{
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Vector2 oldcameraposition = camera.Position;
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camera.Position *= layer.ScrollSpeed;
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//camera.Position *= layer.ScrollSpeed;
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ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, Camera.View);
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layer.draw(ScreenManager.SpriteBatch);
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foreach (TextureItem i in TextureItems.Values)
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{
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if (i.LayerItem.Visible == true)
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{
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i.draw(ScreenManager.SpriteBatch);
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}
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}
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ScreenManager.SpriteBatch.End();
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camera.Position = oldcameraposition;
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@ -250,6 +319,8 @@ namespace Axios.Engine
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foreach(AxiosUIObject g in (from x in _uiobjects orderby x.DrawOrder select x))
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((IDrawableAxiosGameObject)g).Draw(this, gameTime);
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base.Draw(gameTime); //This is placed at the end so that Farseer debug information is visible
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}
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@ -459,25 +530,31 @@ namespace Axios.Engine
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/// </summary>
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/// <param name="circleitem"></param>
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/// <returns></returns>
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public virtual bool LoadCircleItem(CircleItem circleitem)
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public virtual void LoadCircleItem(CircleItemProperties circleitem, Layer l)
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{
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return true;
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}
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public virtual bool LoadPathItem(PathItem pathitem)
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public virtual void LoadPathItem(PathItemProperties pathitem, Layer l)
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{
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return true;
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PathItem p = new PathItem((PathItemProperties)pathitem);
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p.load(this, ref cache);
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PathItems[pathitem.Name] = p;
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}
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||||
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||||
public virtual bool LoadRectangleItem(RectangleItem rectangleitem)
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||||
public virtual void LoadRectangleItem(RectangleItemProperties rectangleitem, Layer l)
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||||
{
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||||
return true;
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||||
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||||
}
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||||
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||||
public virtual bool LoadTextureItem(TextureItem textureitem)
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||||
public virtual void LoadTextureItem(TextureItemProperties textureitem, Layer l)
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||||
{
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||||
return true;
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||||
TextureItem i = new TextureItem((TextureItemProperties)textureitem);
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||||
i.load(this, ref cache);
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||||
TextureItems[textureitem.Name] = i;
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||||
}
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||||
|
||||
public virtual void LoadOtherItem(ItemProperties prop, string type, Layer l) { }
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||||
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||||
}
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||||
}
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||||
|
@ -8,48 +8,19 @@ using Microsoft.Xna.Framework.Graphics;
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||||
using Microsoft.Xna.Framework;
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||||
using Microsoft.Xna.Framework.Content;
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||||
using FarseerPhysics.Dynamics;
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||||
using Gleed2D.InGame;
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||||
|
||||
namespace Axios.Engine.Gleed2D
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||||
{
|
||||
[XmlInclude(typeof(TextureItem))]
|
||||
[XmlInclude(typeof(RectangleItem))]
|
||||
[XmlInclude(typeof(CircleItem))]
|
||||
[XmlInclude(typeof(PathItem))]
|
||||
public partial class Item
|
||||
public class Item
|
||||
{
|
||||
/// <summary>
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||||
/// The name of this item.
|
||||
/// </summary>
|
||||
[XmlAttribute()]
|
||||
public String Name;
|
||||
|
||||
/// <summary>
|
||||
/// Should this item be visible?
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||||
/// </summary>
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||||
[XmlAttribute()]
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||||
public bool Visible;
|
||||
|
||||
/// <summary>
|
||||
/// The item's position in world space.
|
||||
/// </summary>
|
||||
public Vector2 Position;
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||||
|
||||
/// <summary>
|
||||
/// A Dictionary containing any user-defined Properties.
|
||||
/// </summary>
|
||||
public SerializableDictionary CustomProperties;
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||||
|
||||
|
||||
public Item()
|
||||
{
|
||||
CustomProperties = new SerializableDictionary();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called by Level.FromFile(filename) on each Item after the deserialization process.
|
||||
/// Should be overriden and can be used to load anything needed by the Item (e.g. a texture).
|
||||
/// </summary>
|
||||
public virtual void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
|
||||
public virtual void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -9,36 +9,39 @@ using FarseerPhysics.Factories;
|
||||
using Microsoft.Xna.Framework.Content;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Gleed2D.InGame;
|
||||
|
||||
namespace Axios.Engine.Gleed2D
|
||||
{
|
||||
public partial class PathItem : Item
|
||||
public class PathItem : Item
|
||||
{
|
||||
public Vector2[] LocalPoints;
|
||||
public Vector2[] WorldPoints;
|
||||
public bool IsPolygon;
|
||||
public int LineWidth;
|
||||
public Color LineColor;
|
||||
private PathItemProperties _item;
|
||||
|
||||
public PathItemProperties LayerItem
|
||||
{
|
||||
get { return _item; }
|
||||
set { }
|
||||
}
|
||||
|
||||
Body _body;
|
||||
|
||||
public PathItem()
|
||||
public PathItem(PathItemProperties i)
|
||||
{
|
||||
this._item = i;
|
||||
}
|
||||
|
||||
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
|
||||
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
|
||||
{
|
||||
base.load(gameScreen, ref cache, layer);
|
||||
if (gameScreen.LoadPathItem(this))
|
||||
{
|
||||
Vertices v = new Vertices(LocalPoints.Length);
|
||||
foreach (Vector2 vec in LocalPoints)
|
||||
v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
|
||||
base.load(gameScreen, ref cache);
|
||||
|
||||
Vertices v = new Vertices(LayerItem.LocalPoints.Count);
|
||||
foreach (Vector2 vec in LayerItem.LocalPoints)
|
||||
v.Add(new Vector2(ConvertUnits.ToSimUnits(vec.X), ConvertUnits.ToSimUnits(vec.Y)));
|
||||
|
||||
_body = BodyFactory.CreateLoopShape(gameScreen.World, v);
|
||||
_body.Position = ConvertUnits.ToSimUnits(this.Position);
|
||||
_body.UserData = this;
|
||||
}
|
||||
_body = BodyFactory.CreateLoopShape(gameScreen.World, v);
|
||||
_body.Position = ConvertUnits.ToSimUnits(this.LayerItem.Position);
|
||||
_body.UserData = this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -12,65 +12,25 @@ using FarseerPhysics.Dynamics;
|
||||
using FarseerPhysics.Common;
|
||||
using FarseerPhysics.SamplesFramework;
|
||||
using FarseerPhysics.Factories;
|
||||
using Gleed2D.InGame;
|
||||
|
||||
namespace Axios.Engine.Gleed2D
|
||||
{
|
||||
public partial class TextureItem : Item
|
||||
{
|
||||
/// <summary>
|
||||
/// The item's rotation in radians.
|
||||
/// </summary>
|
||||
public float Rotation;
|
||||
|
||||
/// <summary>
|
||||
/// The item's scale factor.
|
||||
/// </summary>
|
||||
public Vector2 Scale;
|
||||
|
||||
/// <summary>
|
||||
/// The color to tint the item's texture with (use white for no tint).
|
||||
/// </summary>
|
||||
public Color TintColor;
|
||||
|
||||
/// <summary>
|
||||
/// If true, the texture is flipped horizontally when drawn.
|
||||
/// </summary>
|
||||
public bool FlipHorizontally;
|
||||
|
||||
/// <summary>
|
||||
/// If true, the texture is flipped vertically when drawn.
|
||||
/// </summary>
|
||||
public bool FlipVertically;
|
||||
|
||||
/// <summary>
|
||||
/// The path to the texture's filename (including the extension) relative to ContentRootFolder.
|
||||
/// </summary>
|
||||
public String texture_filename;
|
||||
|
||||
/// <summary>
|
||||
/// The texture_filename without extension. For using in Content.Load<Texture2D>().
|
||||
/// </summary>
|
||||
public String asset_name;
|
||||
|
||||
/// <summary>
|
||||
/// The XNA texture to be drawn. Can be loaded either from file (using "texture_filename")
|
||||
/// or via the Content Pipeline (using "asset_name") - then you must ensure that the texture
|
||||
/// exists as an asset in your project.
|
||||
/// Loading is done in the Item's load() method.
|
||||
/// </summary>
|
||||
public Texture2D texture;
|
||||
|
||||
/// <summary>
|
||||
/// The item's origin relative to the upper left corner of the texture. Usually the middle of the texture.
|
||||
/// Used for placing and rotating the texture when drawn.
|
||||
/// </summary>
|
||||
public Vector2 Origin;
|
||||
private TextureItemProperties _item;
|
||||
|
||||
public Layer Layer;
|
||||
|
||||
|
||||
public TextureItem()
|
||||
public TextureItemProperties LayerItem
|
||||
{
|
||||
get { return _item; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public TextureItem(TextureItemProperties i)
|
||||
{
|
||||
this._item = i;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -79,22 +39,21 @@ namespace Axios.Engine.Gleed2D
|
||||
/// You must provide your own implementation. However, you can rely on all public fields being
|
||||
/// filled by the level deserialization process.
|
||||
/// </summary>
|
||||
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache, Layer layer)
|
||||
public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
|
||||
{
|
||||
this.Layer = layer;
|
||||
base.load(gameScreen, ref cache, layer);
|
||||
base.load(gameScreen, ref cache);
|
||||
//throw new NotImplementedException();
|
||||
|
||||
//TODO: provide your own implementation of how a TextureItem loads its assets
|
||||
//for example:
|
||||
//this.texture = Texture2D.FromFile(<GraphicsDevice>, texture_filename);
|
||||
//or by using the Content Pipeline:
|
||||
if (!cache.ContainsKey(asset_name))
|
||||
if (!cache.ContainsKey(LayerItem.AssetName))
|
||||
{
|
||||
cache[asset_name] = gameScreen.ScreenManager.Game.Content.Load<Texture2D>(asset_name);
|
||||
cache[LayerItem.AssetName] = gameScreen.ScreenManager.Game.Content.Load<Texture2D>(LayerItem.AssetName);
|
||||
}
|
||||
this.texture = cache[asset_name];
|
||||
Visible = gameScreen.LoadTextureItem(this);
|
||||
this.texture = cache[LayerItem.AssetName];
|
||||
//Visible = gameScreen.LoadTextureItem(this);
|
||||
|
||||
//this.texture = cm.Load<Texture2D>(asset_name);
|
||||
|
||||
@ -102,11 +61,11 @@ namespace Axios.Engine.Gleed2D
|
||||
|
||||
public override void draw(SpriteBatch sb)
|
||||
{
|
||||
if (!Visible) return;
|
||||
if (!LayerItem.Visible) return;
|
||||
SpriteEffects effects = SpriteEffects.None;
|
||||
if (FlipHorizontally) effects |= SpriteEffects.FlipHorizontally;
|
||||
if (FlipVertically) effects |= SpriteEffects.FlipVertically;
|
||||
sb.Draw(texture, Position, null, TintColor, Rotation, Origin, Scale, effects, 0);
|
||||
if (LayerItem.FlipHorizontally) effects |= SpriteEffects.FlipHorizontally;
|
||||
if (LayerItem.FlipVertically) effects |= SpriteEffects.FlipVertically;
|
||||
sb.Draw(texture, LayerItem.Position, null, LayerItem.TintColor, LayerItem.Rotation, LayerItem.Origin, LayerItem.Scale, effects, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
149
axios/Factories/Prompt.cs
Normal file
149
axios/Factories/Prompt.cs
Normal file
@ -0,0 +1,149 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Axios.Factories
|
||||
{
|
||||
public static class Prompt
|
||||
{
|
||||
// Copied from http://stackoverflow.com/a/17260476/195722
|
||||
// Written by Blaze Phoenix
|
||||
/// <summary>
|
||||
/// Creates a rounded rectangle
|
||||
/// </summary>
|
||||
/// <param name="graphics"></param>
|
||||
/// <param name="width"></param>
|
||||
/// <param name="height"></param>
|
||||
/// <param name="borderThickness"></param>
|
||||
/// <param name="borderRadius"></param>
|
||||
/// <param name="borderShadow"></param>
|
||||
/// <param name="backgroundColors"></param>
|
||||
/// <param name="borderColors"></param>
|
||||
/// <param name="initialShadowIntensity"></param>
|
||||
/// <param name="finalShadowIntensity"></param>
|
||||
/// <returns></returns>
|
||||
public static Texture2D CreateRoundedRectangleTexture(this GraphicsDevice graphics, int width, int height, int borderThickness, int borderRadius, int borderShadow, List<Color> backgroundColors, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)
|
||||
{
|
||||
if (backgroundColors == null || backgroundColors.Count == 0) throw new ArgumentException("Must define at least one background color (up to four).");
|
||||
if (borderColors == null || borderColors.Count == 0) throw new ArgumentException("Must define at least one border color (up to three).");
|
||||
if (borderRadius < 1) throw new ArgumentException("Must define a border radius (rounds off edges).");
|
||||
if (borderThickness < 1) throw new ArgumentException("Must define border thikness.");
|
||||
if (borderThickness + borderRadius > height / 2 || borderThickness + borderRadius > width / 2) throw new ArgumentException("Border will be too thick and/or rounded to fit on the texture.");
|
||||
if (borderShadow > borderRadius) throw new ArgumentException("Border shadow must be lesser in magnitude than the border radius (suggeted: shadow <= 0.25 * radius).");
|
||||
|
||||
Texture2D texture = new Texture2D(graphics, width, height, false, SurfaceFormat.Color);
|
||||
Color[] color = new Color[width * height];
|
||||
|
||||
for (int x = 0; x < texture.Width; x++)
|
||||
{
|
||||
for (int y = 0; y < texture.Height; y++)
|
||||
{
|
||||
switch (backgroundColors.Count)
|
||||
{
|
||||
case 4:
|
||||
Color leftColor0 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
|
||||
Color rightColor0 = Color.Lerp(backgroundColors[2], backgroundColors[3], ((float)y / (height - 1)));
|
||||
color[x + width * y] = Color.Lerp(leftColor0, rightColor0, ((float)x / (width - 1)));
|
||||
break;
|
||||
case 3:
|
||||
Color leftColor1 = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)y / (width - 1)));
|
||||
Color rightColor1 = Color.Lerp(backgroundColors[1], backgroundColors[2], ((float)y / (height - 1)));
|
||||
color[x + width * y] = Color.Lerp(leftColor1, rightColor1, ((float)x / (width - 1)));
|
||||
break;
|
||||
case 2:
|
||||
color[x + width * y] = Color.Lerp(backgroundColors[0], backgroundColors[1], ((float)x / (width - 1)));
|
||||
break;
|
||||
default:
|
||||
color[x + width * y] = backgroundColors[0];
|
||||
break;
|
||||
}
|
||||
|
||||
color[x + width * y] = ColorBorder(x, y, width, height, borderThickness, borderRadius, borderShadow, color[x + width * y], borderColors, initialShadowIntensity, finalShadowIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
texture.SetData<Color>(color);
|
||||
return texture;
|
||||
}
|
||||
|
||||
private static Color ColorBorder(int x, int y, int width, int height, int borderThickness, int borderRadius, int borderShadow, Color initialColor, List<Color> borderColors, float initialShadowIntensity, float finalShadowIntensity)
|
||||
{
|
||||
Rectangle internalRectangle = new Rectangle((borderThickness + borderRadius), (borderThickness + borderRadius), width - 2 * (borderThickness + borderRadius), height - 2 * (borderThickness + borderRadius));
|
||||
|
||||
if (internalRectangle.Contains(x, y)) return initialColor;
|
||||
|
||||
Vector2 origin = Vector2.Zero;
|
||||
Vector2 point = new Vector2(x, y);
|
||||
|
||||
if (x < borderThickness + borderRadius)
|
||||
{
|
||||
if (y < borderRadius + borderThickness)
|
||||
origin = new Vector2(borderRadius + borderThickness, borderRadius + borderThickness);
|
||||
else if (y > height - (borderRadius + borderThickness))
|
||||
origin = new Vector2(borderRadius + borderThickness, height - (borderRadius + borderThickness));
|
||||
else
|
||||
origin = new Vector2(borderRadius + borderThickness, y);
|
||||
}
|
||||
else if (x > width - (borderRadius + borderThickness))
|
||||
{
|
||||
if (y < borderRadius + borderThickness)
|
||||
origin = new Vector2(width - (borderRadius + borderThickness), borderRadius + borderThickness);
|
||||
else if (y > height - (borderRadius + borderThickness))
|
||||
origin = new Vector2(width - (borderRadius + borderThickness), height - (borderRadius + borderThickness));
|
||||
else
|
||||
origin = new Vector2(width - (borderRadius + borderThickness), y);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (y < borderRadius + borderThickness)
|
||||
origin = new Vector2(x, borderRadius + borderThickness);
|
||||
else if (y > height - (borderRadius + borderThickness))
|
||||
origin = new Vector2(x, height - (borderRadius + borderThickness));
|
||||
}
|
||||
|
||||
if (!origin.Equals(Vector2.Zero))
|
||||
{
|
||||
float distance = Vector2.Distance(point, origin);
|
||||
|
||||
if (distance > borderRadius + borderThickness + 1)
|
||||
{
|
||||
return Color.Transparent;
|
||||
}
|
||||
else if (distance > borderRadius + 1)
|
||||
{
|
||||
if (borderColors.Count > 2)
|
||||
{
|
||||
float modNum = distance - borderRadius;
|
||||
|
||||
if (modNum < borderThickness / 2)
|
||||
{
|
||||
return Color.Lerp(borderColors[2], borderColors[1], (float)((modNum) / (borderThickness / 2.0)));
|
||||
}
|
||||
else
|
||||
{
|
||||
return Color.Lerp(borderColors[1], borderColors[0], (float)((modNum - (borderThickness / 2.0)) / (borderThickness / 2.0)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (borderColors.Count > 0)
|
||||
return borderColors[0];
|
||||
}
|
||||
else if (distance > borderRadius - borderShadow + 1)
|
||||
{
|
||||
float mod = (distance - (borderRadius - borderShadow)) / borderShadow;
|
||||
float shadowDiff = initialShadowIntensity - finalShadowIntensity;
|
||||
return DarkenColor(initialColor, ((shadowDiff * mod) + finalShadowIntensity));
|
||||
}
|
||||
}
|
||||
|
||||
return initialColor;
|
||||
}
|
||||
|
||||
private static Color DarkenColor(Color color, float shadowIntensity)
|
||||
{
|
||||
return Color.Lerp(color, Color.Black, shadowIntensity);
|
||||
}
|
||||
}
|
||||
}
|
@ -9,7 +9,7 @@ using System.Runtime.InteropServices;
|
||||
[assembly: AssemblyProduct("Axios")]
|
||||
[assembly: AssemblyDescription("XNA 2D Game Engine")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2012 - Nathan Adams")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2014 - Nathan Adams")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
@ -31,7 +31,7 @@ using System.Runtime.InteropServices;
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("1.0.1.7")]
|
||||
[assembly: AssemblyVersion("1.0.1.10")]
|
||||
|
||||
#if DEBUG
|
||||
[assembly: AssemblyConfiguration("Debug")]
|
||||
|
@ -57,7 +57,7 @@ namespace GameStateManagement
|
||||
base.Activate(instancePreserved);
|
||||
|
||||
//We enable diagnostics to show get values for our performance counters.
|
||||
Settings.EnableDiagnostics = true;
|
||||
FarseerPhysics.Settings.EnableDiagnostics = true;
|
||||
|
||||
if (World == null)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user