Fake lights! Yay!
This commit is contained in:
+44
@@ -0,0 +1,44 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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namespace DepthsBelow.Component
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{
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public class Flashlight : Component
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{
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public float Scale = 1f;
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public float Intensity = 1f;
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public float Angle = 0;
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public Vector2 Position { get; private set; }
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public Vector2 Offset;
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public Texture2D Texture;
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public Color Color;
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public bool IsOn = true;
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public Flashlight(Entity parent)
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: base(parent)
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{
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Texture = GameServices.GetService<ContentManager>().Load<Texture2D>("images/lights/spot");
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Color = Color.White;
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Offset = new Vector2(-50, -60);
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}
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public override void Update(GameTime gameTime)
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{
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Position = Parent.Transform.World + Parent.Transform.World.Origin + Offset;
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Angle = Parent.Transform.World.Rotation;
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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if (IsOn)
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spriteBatch.Draw(Texture, Position, null, Color * Intensity, 0, Vector2.Zero, Scale, SpriteEffects.None, 0);
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}
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}
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}
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@@ -19,8 +19,11 @@ namespace DepthsBelow
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/// </summary>
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public class Core : Microsoft.Xna.Framework.Game
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{
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public static GraphicsDeviceManager GraphicsDeviceManager;
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SpriteBatch spriteBatch;
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public static GraphicsDeviceManager GraphicsDeviceManager;
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private SpriteBatch spriteBatch;
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private Effect lightShader;
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private RenderTarget2D lightRenderTarget;
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private RenderTarget2D sceneRenderTarget;
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public Lua Lua;
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@@ -88,7 +91,10 @@ namespace DepthsBelow
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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spriteBatch = new SpriteBatch(GraphicsDevice);
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lightShader = Content.Load<Effect>("shaders/LightEffect");
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lightRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.PreserveContents);
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sceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height);
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Map = Content.Load<Map>("maps/Cave.Level1");
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// Load map objects
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@@ -150,10 +156,47 @@ namespace DepthsBelow
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.Black);
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protected override void Draw(GameTime gameTime)
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{
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MouseState ms = Mouse.GetState();
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// Draw to the lighting render target
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GraphicsDevice.SetRenderTarget(lightRenderTarget);
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GraphicsDevice.Clear(new Color(20, 20, 20));
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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/*foreach (var @group in GroupManager.Groups)
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{
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List<Vector2> vectors = new List<Vector2>();
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foreach (var entity in group.Entities)
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{
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vectors.Add(entity.Transform.World);
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}
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float xMean = 0;
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float yMean = 0;
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foreach (var vector2 in vectors)
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{
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xMean += vector2.X;
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yMean += vector2.Y;
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}
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xMean /= vectors.Count;
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yMean /= vectors.Count;
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var texture = Content.Load<Texture2D>("images/lights/point");
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spriteBatch.Draw(texture, new Vector2(xMean, yMean) + new Vector2(Grid.TileSize /2, Grid.TileSize / 2), null, Color.White, 0, new Vector2(texture.Width / 2f, texture.Height / 2f), 0.5f + (0.5f * (group.Entities.Count / 5f)), SpriteEffects.None, 0);
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}*/
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// Draw flashlight
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foreach (var light in EntityManager.GetComponents<Component.Flashlight>())
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light.Draw(spriteBatch);
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spriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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// Draw the scene to a render target
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GraphicsDevice.SetRenderTarget(sceneRenderTarget);
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GraphicsDevice.Clear(Color.Black);
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// Start drawing using the Camera transform
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null,
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Camera.Transform);
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@@ -161,15 +204,25 @@ namespace DepthsBelow
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// Draw the level
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Map.Draw(spriteBatch);
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// Draw entities
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EntityManager.Draw(spriteBatch);
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// Draw entities
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foreach (var spriteRenderer in EntityManager.GetComponents<Component.SpriteRenderer>())
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spriteRenderer.Draw(spriteBatch);
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// Draw mouse input visuals
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MouseInput.Draw(spriteBatch);
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spriteBatch.End();
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GraphicsDevice.SetRenderTarget(null);
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// Start drawing GUI components
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// Draw the scene from the render target with the light shader
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lightShader.Parameters["LightsTexture"].SetValue(lightRenderTarget);
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lightShader.CurrentTechnique.Passes[0].Apply();
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spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, lightShader,
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Matrix.Identity);
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spriteBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
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spriteBatch.End();
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// Draw GUI components
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spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.AnisotropicClamp, null, null, null, Matrix.Identity);
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GUIManager.Draw(spriteBatch);
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spriteBatch.End();
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@@ -121,6 +121,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Camera.cs" />
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<Compile Include="Component\Flashlight.cs" />
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<Compile Include="DynamicGroupManager.cs" />
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<Compile Include="TurnManager.cs" />
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<Compile Include="CustomExtensions.cs" />
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@@ -12,11 +12,11 @@ namespace DepthsBelow
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/// </summary>
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public class EntityManager : IDisposable
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{
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private List<Entity> entities;
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public List<Entity> Entities;
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public EntityManager()
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{
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entities = new List<Entity>();
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Entities = new List<Entity>();
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}
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/// <summary>
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@@ -25,10 +25,10 @@ namespace DepthsBelow
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/// </summary>
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public void Dispose()
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{
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foreach (var entity in entities)
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foreach (var entity in Entities)
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entity.Dispose();
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entities = null;
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Entities = null;
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}
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/// <summary>
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@@ -37,7 +37,7 @@ namespace DepthsBelow
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/// <param name="entity">The entity to add.</param>
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public void Add(Entity entity)
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{
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entities.Add(entity);
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Entities.Add(entity);
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}
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/// <summary>
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@@ -46,7 +46,7 @@ namespace DepthsBelow
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/// <param name="entity">The entity to remove.</param>
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public void Remove(Entity entity)
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{
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entities.Remove(entity);
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Entities.Remove(entity);
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}
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/// <summary>
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@@ -54,10 +54,29 @@ namespace DepthsBelow
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/// </summary>
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public void Reset()
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{
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foreach (var entity in entities)
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foreach (var entity in Entities)
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entity.Dispose();
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entities.Clear();
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Entities.Clear();
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}
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/// <summary>
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/// Get the reference to a component contained in the entity.
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/// </summary>
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/// <typeparam name="T">The component type.</typeparam>
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/// <returns>Returns the component of requested type.</returns>
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public List<T> GetComponents<T>() where T : Component.Component
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{
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List<T> components = new List<T>();
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foreach (var entity in Entities)
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{
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var component = entity.GetComponent<T>();
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if (component != null)
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components.Add(component);
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}
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return components;
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}
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/// <summary>
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@@ -66,7 +85,7 @@ namespace DepthsBelow
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/// <param name="gameTime"></param>
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public void Update(GameTime gameTime)
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{
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foreach (var entity in entities)
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foreach (var entity in Entities)
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entity.Update(gameTime);
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}
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@@ -76,8 +95,10 @@ namespace DepthsBelow
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/// <param name="spriteBatch"></param>
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public void Draw(SpriteBatch spriteBatch)
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{
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foreach (var entity in entities)
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foreach (var entity in Entities)
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{
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entity.GetComponent<Component.SpriteRenderer>().Draw(spriteBatch);
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}
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}
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}
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}
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@@ -63,7 +63,10 @@ namespace DepthsBelow
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AddComponent(cc);
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var pfc = new PathFinder(this);
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AddComponent(pfc);
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AddComponent(pfc);
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var flashlight = new Flashlight(this);
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AddComponent(flashlight);
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var stat = new Component.Stat(this)
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{
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@@ -183,6 +183,26 @@
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<Processor>FontDescriptionProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="shaders\LightEffect.fx">
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<Name>LightEffect</Name>
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<Importer>EffectImporter</Importer>
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<Processor>EffectProcessor</Processor>
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</Compile>
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</ItemGroup>
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<ItemGroup />
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<ItemGroup>
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<Compile Include="images\lights\point.png">
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<Name>point</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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<Compile Include="images\lights\spot.png">
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<Name>spot</Name>
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<Importer>TextureImporter</Importer>
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<Processor>TextureProcessor</Processor>
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</Compile>
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</ItemGroup>
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\$(XnaFrameworkVersion)\Microsoft.Xna.GameStudio.ContentPipeline.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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After Width: | Height: | Size: 12 KiB |
+31
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texture LightsTexture;
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sampler ColorSampler : register(s0);
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sampler LightsSampler = sampler_state{
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Texture = <LightsTexture>;
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};
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struct VertexShaderOutput
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{
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float4 Position : POSITION0;
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float2 TexCoord : TEXCOORD0;
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};
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float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
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{
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float2 tex = input.TexCoord;
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float4 color = tex2D(ColorSampler, tex);
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float4 alpha = tex2D(LightsSampler, tex);
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return color * alpha;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile ps_2_0 PixelShaderFunction();
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}
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}
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