fuzzybinary / AngelXNA
AngelXNA is a port of the Angel C++ game prototyping engine to Microsoft's XNA platform. It offers simple structures for prototyping game ideas for any platform XNA supports.
$ hg clone http://bitbucket.org/fuzzybinary/angelxna/
| commit 97: | 5c8b658d7b04 |
| parent 96: | c8e65a959bc4 |
| branch: | default |
7 weeks ago
Changed (Δ2.5 KB):
AngelXNA/AI/Sentient.cs (2 lines added, 2 lines removed)
AngelXNA/Actors/Actor.cs (42 lines added, 21 lines removed)
AngelXNA/Actors/GridActor.cs (1 lines added, 1 lines removed)
AngelXNA/Actors/ParticleActor.cs (1 lines added, 1 lines removed)
AngelXNA/Actors/TextActor.cs (1 lines added, 1 lines removed)
AngelXNA/AngelComponent.cs (1 lines added, 1 lines removed)
AngelXNA/Editor/EditorForm.Designer.cs (33 lines added, 8 lines removed)
AngelXNA/Editor/EditorForm.cs (11 lines added, 0 lines removed)
AngelXNA/Editor/EditorForm.resx (0 lines added, 3 lines removed)
AngelXNA/Infrastructure/Camera.cs (2 lines added, 2 lines removed)
AngelXNA/Infrastructure/GameManager.cs (1 lines added, 1 lines removed)
AngelXNA/Infrastructure/Renderable.cs (1 lines added, 1 lines removed)
AngelXNA/Infrastructure/World.cs (6 lines added, 5 lines removed)
AngelXNA/Messaging/Switchboard.cs (0 lines added, 1 lines removed)
IntroGame/DemoGameManager.cs (2 lines added, 2 lines removed)
Up to file-list AngelXNA/AI/Sentient.cs:
| … | … | @@ -31,9 +31,9 @@ namespace AngelXNA.AI |
31 |
31 |
base.Update(time); |
32 |
32 |
} |
33 |
33 |
|
34 |
public override void Render( |
|
34 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
35 |
35 |
{ |
36 |
base.Render(a |
|
36 |
base.Render(aTime, aCamera, aDevice, aBatch); |
|
37 |
37 |
_pathFinder.Render(); |
38 |
38 |
_brain.Render(); |
39 |
39 |
} |
Up to file-list AngelXNA/Actors/Actor.cs:
| … | … | @@ -46,13 +46,11 @@ namespace AngelXNA.Actors |
46 |
46 |
protected static Texture2D s_defaultTexture; |
47 |
47 |
|
48 |
48 |
private int _spriteNumFrames = 0; |
49 |
|
|
49 |
private float _spriteAnimDelay; |
|
50 |
50 |
private float _spriteCurrentFrameDelay; |
51 |
51 |
private List<string> _tags = new List<string>(); |
52 |
52 |
private SpriteAnimationType _spriteAnimType; |
53 |
private int _spriteAnimStartFrame; |
|
54 |
private int _spriteAnimEndFrame; |
|
55 |
|
|
53 |
private int _spriteAnimDirection; |
|
56 |
54 |
private string _currentAnimName; |
57 |
55 |
private string _name; |
58 |
56 |
private string _actorDefinition; |
| … | … | @@ -141,11 +139,32 @@ namespace AngelXNA.Actors |
141 |
139 |
} |
142 |
140 |
} |
143 |
141 |
|
144 |
|
|
142 |
[ConsoleProperty] |
|
143 |
public SpriteAnimationType SpriteAnimType |
|
145 |
144 |
{ |
146 |
get { return _sprite |
|
145 |
get { return _spriteAnimType; } |
|
146 |
set |
|
147 |
{ |
|
148 |
PlaySpriteAnimation(_spriteAnimDelay, value); |
|
149 |
} |
|
147 |
150 |
} |
148 |
151 |
|
152 |
[ConsoleProperty] |
|
153 |
public float SpriteAnimSpeed |
|
154 |
{ |
|
155 |
get { return _spriteAnimDelay; } |
|
156 |
set |
|
157 |
{ |
|
158 |
PlaySpriteAnimation(value, _spriteAnimType); |
|
159 |
} |
|
160 |
} |
|
161 |
||
162 |
[ConsoleProperty] |
|
163 |
public int SpriteAnimStartFrame { get; set; } |
|
164 |
||
165 |
[ConsoleProperty] |
|
166 |
public int SpriteAnimEndFrame { get; set; } |
|
167 |
||
149 |
168 |
public Actor() |
150 |
169 |
{ |
151 |
170 |
Color = Color.White; |
| … | … | @@ -267,8 +286,10 @@ namespace AngelXNA.Actors |
267 |
286 |
{ |
268 |
287 |
_spriteTextures[i] = null; |
269 |
288 |
} |
289 |
||
270 |
290 |
_spriteAnimType = SpriteAnimationType.None; |
271 |
_sprite |
|
291 |
_spriteAnimDelay = 0.0f; |
|
292 |
||
272 |
293 |
_spriteCurrentFrame = 0; |
273 |
294 |
} |
274 |
295 |
|
| … | … | @@ -286,7 +307,7 @@ namespace AngelXNA.Actors |
286 |
307 |
|
287 |
308 |
public void PlaySpriteAnimation(float afDelay, SpriteAnimationType aeType) |
288 |
309 |
{ |
289 |
PlaySpriteAnimation(afDelay, aeType, -1, |
|
310 |
PlaySpriteAnimation(afDelay, aeType, -1, _spriteNumFrames - 1); |
|
290 |
311 |
} |
291 |
312 |
|
292 |
313 |
public void PlaySpriteAnimation(float afDelay, SpriteAnimationType aeType, int aiStartFrame, int aiEndFrame) |
| … | … | @@ -301,10 +322,10 @@ namespace AngelXNA.Actors |
301 |
322 |
|
302 |
323 |
_spriteAnimDirection = aiStartFrame > aiEndFrame ? -1 : 1; |
303 |
324 |
|
304 |
_spriteCurrentFrameDelay = _sprite |
|
325 |
_spriteCurrentFrameDelay = _spriteAnimDelay = afDelay; |
|
305 |
326 |
_spriteAnimType = aeType; |
306 |
_spriteAnimStartFrame = _spriteCurrentFrame = aiStartFrame; |
|
307 |
_spriteAnimEndFrame = aiEndFrame; |
|
327 |
SpriteAnimStartFrame = _spriteCurrentFrame = aiStartFrame; |
|
328 |
SpriteAnimEndFrame = aiEndFrame; |
|
308 |
329 |
|
309 |
330 |
if (asAnimName != null) |
310 |
331 |
_currentAnimName = asAnimName; |
| … | … | @@ -388,7 +409,7 @@ namespace AngelXNA.Actors |
388 |
409 |
{ |
389 |
410 |
float dt = (float)aTime.ElapsedGameTime.TotalSeconds; |
390 |
411 |
|
391 |
if (_sprite |
|
412 |
if (_spriteAnimDelay > 0.0f) |
|
392 |
413 |
{ |
393 |
414 |
_spriteCurrentFrameDelay -= dt; |
394 |
415 |
|
| … | … | @@ -399,18 +420,18 @@ namespace AngelXNA.Actors |
399 |
420 |
switch(_spriteAnimType) |
400 |
421 |
{ |
401 |
422 |
case SpriteAnimationType.Loop: |
402 |
if (_spriteCurrentFrame == _spriteAnimEndFrame) |
|
403 |
_spriteCurrentFrame = _spriteAnimStartFrame; |
|
423 |
if (_spriteCurrentFrame == SpriteAnimEndFrame) |
|
424 |
_spriteCurrentFrame = SpriteAnimStartFrame; |
|
404 |
425 |
else |
405 |
426 |
++_spriteCurrentFrame; |
406 |
427 |
break; |
407 |
428 |
case SpriteAnimationType.PingPong: |
408 |
429 |
if (_spriteAnimDirection == 1) |
409 |
430 |
{ |
410 |
if (_spriteCurrentFrame == |
|
431 |
if (_spriteCurrentFrame == SpriteAnimEndFrame) |
|
411 |
432 |
{ |
412 |
433 |
_spriteAnimDirection = -1; |
413 |
_spriteCurrentFrame = |
|
434 |
_spriteCurrentFrame = SpriteAnimEndFrame - 1; |
|
414 |
435 |
} |
415 |
436 |
else |
416 |
437 |
++_spriteCurrentFrame; |
| … | … | @@ -418,10 +439,10 @@ namespace AngelXNA.Actors |
418 |
439 |
} |
419 |
440 |
else |
420 |
441 |
{ |
421 |
if (_spriteCurrentFrame == |
|
442 |
if (_spriteCurrentFrame == SpriteAnimStartFrame) |
|
422 |
443 |
{ |
423 |
444 |
_spriteAnimDirection = 1; |
424 |
_spriteCurrentFrame = |
|
445 |
_spriteCurrentFrame = SpriteAnimStartFrame + 1; |
|
425 |
446 |
} |
426 |
447 |
else |
427 |
448 |
{ |
| … | … | @@ -431,7 +452,7 @@ namespace AngelXNA.Actors |
431 |
452 |
break; |
432 |
453 |
case SpriteAnimationType.OneShot: |
433 |
454 |
// If we're done with our one shot and they set an animName, let them know it's done. |
434 |
if (_spriteCurrentFrame == |
|
455 |
if (_spriteCurrentFrame == SpriteAnimEndFrame) |
|
435 |
456 |
{ |
436 |
457 |
// Needs to get called before callback, in case they start a new animation. |
437 |
458 |
_spriteAnimType = SpriteAnimationType.None; |
| … | … | @@ -448,7 +469,7 @@ namespace AngelXNA.Actors |
448 |
469 |
break; |
449 |
470 |
} |
450 |
471 |
|
451 |
_spriteCurrentFrameDelay += _sprite |
|
472 |
_spriteCurrentFrameDelay += _spriteAnimDelay; |
|
452 |
473 |
} |
453 |
474 |
} |
454 |
475 |
} |
| … | … | @@ -509,7 +530,7 @@ namespace AngelXNA.Actors |
509 |
530 |
} |
510 |
531 |
} |
511 |
532 |
|
512 |
public override void Render( |
|
533 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
513 |
534 |
{ |
514 |
535 |
// TODO: Rendering needs refactoring... a LOT. |
515 |
536 |
if (s_defaultTexture == null) |
Up to file-list AngelXNA/Actors/GridActor.cs:
| … | … | @@ -41,7 +41,7 @@ namespace AngelXNA.Actors |
41 |
41 |
|
42 |
42 |
} |
43 |
43 |
|
44 |
public override void Render( |
|
44 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
45 |
45 |
{ |
46 |
46 |
if (_verts == null) |
47 |
47 |
{ |
Up to file-list AngelXNA/Actors/ParticleActor.cs:
| … | … | @@ -275,7 +275,7 @@ namespace AngelXNA.Actors |
275 |
275 |
} |
276 |
276 |
} |
277 |
277 |
|
278 |
public override void Render( |
|
278 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
279 |
279 |
{ |
280 |
280 |
if (_particles == null) |
281 |
281 |
return; |
Up to file-list AngelXNA/Actors/TextActor.cs:
| … | … | @@ -125,7 +125,7 @@ namespace AngelXNA.Actors |
125 |
125 |
TextAlignment = align; |
126 |
126 |
} |
127 |
127 |
|
128 |
public override void Render( |
|
128 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
129 |
129 |
{ |
130 |
130 |
// TODO: FIX ME!!! Doing this just to test text rendering for now. |
131 |
131 |
SpriteFont font = FontCache.Instance[Font]; |
Up to file-list AngelXNA/AngelComponent.cs:
| … | … | @@ -188,7 +188,7 @@ namespace AngelXNA |
188 |
188 |
|
189 |
189 |
public override void Draw(GameTime gameTime) |
190 |
190 |
{ |
191 |
World.Instance.Render( |
|
191 |
World.Instance.Render(gameTime, GraphicsDevice, _spriteBatch); |
|
192 |
192 |
|
193 |
193 |
base.Draw(gameTime); |
194 |
194 |
} |
Up to file-list AngelXNA/Editor/EditorForm.Designer.cs:
| … | … | @@ -39,6 +39,8 @@ namespace AngelXNA.Editor |
39 |
39 |
this._lbActorDefinitions = new System.Windows.Forms.ListBox(); |
40 |
40 |
this._tpBaseActors = new System.Windows.Forms.TabPage(); |
41 |
41 |
this._lbBaseActors = new System.Windows.Forms.ListBox(); |
42 |
this._ddlSimulate = new System.Windows.Forms.ComboBox(); |
|
43 |
this.label1 = new System.Windows.Forms.Label(); |
|
42 |
44 |
this._tcActorDefinitions.SuspendLayout(); |
43 |
45 |
this._tpTemplates.SuspendLayout(); |
44 |
46 |
this._tpBaseActors.SuspendLayout(); |
| … | … | @@ -46,9 +48,8 @@ namespace AngelXNA.Editor |
46 |
48 |
// |
47 |
49 |
// _pgObjProperties |
48 |
50 |
// |
49 |
this._pgObjProperties.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left) |
|
50 |
| System.Windows.Forms.AnchorStyles.Right))); |
|
51 |
this._pgObjProperties. |
|
51 |
this._pgObjProperties.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Left | System.Windows.Forms.AnchorStyles.Right))); |
|
52 |
this._pgObjProperties.Location = new System.Drawing.Point(12, 39); |
|
52 |
53 |
this._pgObjProperties.Name = "_pgObjProperties"; |
53 |
54 |
this._pgObjProperties.Size = new System.Drawing.Size(309, 362); |
54 |
55 |
this._pgObjProperties.TabIndex = 0; |
| … | … | @@ -56,7 +57,7 @@ namespace AngelXNA.Editor |
56 |
57 |
// |
57 |
58 |
// btnSaveActorDefinition |
58 |
59 |
// |
59 |
this.btnSaveActorDefinition.Location = new System.Drawing.Point(12, |
|
60 |
this.btnSaveActorDefinition.Location = new System.Drawing.Point(12, 407); |
|
60 |
61 |
this.btnSaveActorDefinition.Name = "btnSaveActorDefinition"; |
61 |
62 |
this.btnSaveActorDefinition.Size = new System.Drawing.Size(131, 23); |
62 |
63 |
this.btnSaveActorDefinition.TabIndex = 1; |
| … | … | @@ -67,7 +68,7 @@ namespace AngelXNA.Editor |
67 |
68 |
// _lblActorDefs |
68 |
69 |
// |
69 |
70 |
this._lblActorDefs.AutoSize = true; |
70 |
this._lblActorDefs.Location = new System.Drawing.Point( |
|
71 |
this._lblActorDefs.Location = new System.Drawing.Point(9, 446); |
|
71 |
72 |
this._lblActorDefs.Name = "_lblActorDefs"; |
72 |
73 |
this._lblActorDefs.Size = new System.Drawing.Size(130, 13); |
73 |
74 |
this._lblActorDefs.TabIndex = 3; |
| … | … | @@ -76,7 +77,7 @@ namespace AngelXNA.Editor |
76 |
77 |
// _btnAddActor |
77 |
78 |
// |
78 |
79 |
this._btnAddActor.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left))); |
79 |
this._btnAddActor.Location = new System.Drawing.Point(15, 6 |
|
80 |
this._btnAddActor.Location = new System.Drawing.Point(15, 679); |
|
80 |
81 |
this._btnAddActor.Name = "_btnAddActor"; |
81 |
82 |
this._btnAddActor.Size = new System.Drawing.Size(75, 23); |
82 |
83 |
this._btnAddActor.TabIndex = 4; |
| … | … | @@ -90,7 +91,7 @@ namespace AngelXNA.Editor |
90 |
91 |
| System.Windows.Forms.AnchorStyles.Right))); |
91 |
92 |
this._tcActorDefinitions.Controls.Add(this._tpTemplates); |
92 |
93 |
this._tcActorDefinitions.Controls.Add(this._tpBaseActors); |
93 |
this._tcActorDefinitions.Location = new System.Drawing.Point(15, 4 |
|
94 |
this._tcActorDefinitions.Location = new System.Drawing.Point(15, 461); |
|
94 |
95 |
this._tcActorDefinitions.Name = "_tcActorDefinitions"; |
95 |
96 |
this._tcActorDefinitions.SelectedIndex = 0; |
96 |
97 |
this._tcActorDefinitions.Size = new System.Drawing.Size(306, 212); |
| … | … | @@ -136,11 +137,33 @@ namespace AngelXNA.Editor |
136 |
137 |
this._lbBaseActors.Size = new System.Drawing.Size(292, 173); |
137 |
138 |
this._lbBaseActors.TabIndex = 0; |
138 |
139 |
// |
140 |
// _ddlSimulate |
|
141 |
// |
|
142 |
this._ddlSimulate.FormattingEnabled = true; |
|
143 |
this._ddlSimulate.Items.AddRange(new object[] { |
|
144 |
"On", |
|
145 |
"Off"}); |
|
146 |
this._ddlSimulate.Location = new System.Drawing.Point(76, 12); |
|
147 |
this._ddlSimulate.Name = "_ddlSimulate"; |
|
148 |
this._ddlSimulate.Size = new System.Drawing.Size(67, 21); |
|
149 |
this._ddlSimulate.TabIndex = 6; |
|
150 |
// |
|
151 |
// label1 |
|
152 |
// |
|
153 |
this.label1.AutoSize = true; |
|
154 |
this.label1.Location = new System.Drawing.Point(12, 15); |
|
155 |
this.label1.Name = "label1"; |
|
156 |
this.label1.Size = new System.Drawing.Size(58, 13); |
|
157 |
this.label1.TabIndex = 7; |
|
158 |
this.label1.Text = "Simulation:"; |
|
159 |
// |
|
139 |
160 |
// EditorForm |
140 |
161 |
// |
141 |
162 |
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); |
142 |
163 |
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; |
143 |
this.ClientSize = new System.Drawing.Size(333, |
|
164 |
this.ClientSize = new System.Drawing.Size(333, 748); |
|
165 |
this.Controls.Add(this.label1); |
|
166 |
this.Controls.Add(this._ddlSimulate); |
|
144 |
167 |
this.Controls.Add(this._tcActorDefinitions); |
145 |
168 |
this.Controls.Add(this._btnAddActor); |
146 |
169 |
this.Controls.Add(this._lblActorDefs); |
| … | … | @@ -168,6 +191,8 @@ namespace AngelXNA.Editor |
168 |
191 |
private System.Windows.Forms.ListBox _lbActorDefinitions; |
169 |
192 |
private System.Windows.Forms.TabPage _tpBaseActors; |
170 |
193 |
private System.Windows.Forms.ListBox _lbBaseActors; |
194 |
private System.Windows.Forms.ComboBox _ddlSimulate; |
|
195 |
private System.Windows.Forms.Label label1; |
|
171 |
196 |
} |
172 |
197 |
} |
173 |
198 |
Up to file-list AngelXNA/Editor/EditorForm.cs:
| … | … | @@ -39,10 +39,21 @@ namespace AngelXNA.Editor |
39 |
39 |
this.Disposed += new EventHandler(EditorForm_Disposed); |
40 |
40 |
this.Shown += new EventHandler(EditorForm_Shown); |
41 |
41 |
|
42 |
_ddlSimulate.SelectedItem = World.Instance.IsSimulating ? "On" : "Off"; |
|
43 |
_ddlSimulate.SelectedIndexChanged += new EventHandler(_ddlSimulate_SelectedIndexChanged); |
|
44 |
||
42 |
45 |
RebindActorDefinitions(); |
43 |
46 |
RebindBaseActors(); |
44 |
47 |
} |
45 |
48 |
|
49 |
void _ddlSimulate_SelectedIndexChanged(object sender, EventArgs e) |
|
50 |
{ |
|
51 |
if (_ddlSimulate.SelectedItem == "On") |
|
52 |
World.Instance.IsSimulating = true; |
|
53 |
else |
|
54 |
World.Instance.IsSimulating = false; |
|
55 |
} |
|
56 |
||
46 |
57 |
public Actor Selected |
47 |
58 |
{ |
48 |
59 |
get { return _selectedObject; } |
Up to file-list AngelXNA/Editor/EditorForm.resx:
117 |
117 |
<resheader name="writer"> |
118 |
118 |
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value> |
119 |
119 |
</resheader> |
120 |
<metadata name="_pgObjProperties.Locked" type="System.Boolean, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089"> |
|
121 |
<value>True</value> |
|
122 |
</metadata> |
|
123 |
120 |
</root> |
Up to file-list AngelXNA/Infrastructure/Camera.cs:
| … | … | @@ -187,8 +187,8 @@ namespace AngelXNA.Infrastructure |
187 |
187 |
|
188 |
188 |
return position; |
189 |
189 |
} |
190 |
||
191 |
public override void Render(Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
190 |
||
191 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
192 |
192 |
{ |
193 |
193 |
|
194 |
194 |
} |
Up to file-list AngelXNA/Infrastructure/GameManager.cs:
| … | … | @@ -10,7 +10,7 @@ namespace AngelXNA.Infrastructure |
10 |
10 |
{ |
11 |
11 |
public class GameManager : Renderable |
12 |
12 |
{ |
13 |
public override void Render( |
|
13 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) { } |
|
14 |
14 |
public override void Update(GameTime aTime) { } |
15 |
15 |
public virtual bool IsProtectedFromUnloadAll(Renderable renderable) { return false; } |
16 |
16 |
} |
Up to file-list AngelXNA/Infrastructure/Renderable.cs:
| … | … | @@ -32,7 +32,7 @@ namespace AngelXNA.Infrastructure |
32 |
32 |
} |
33 |
33 |
|
34 |
34 |
public abstract void Update(GameTime aTime); |
35 |
public abstract void Render( |
|
35 |
public abstract void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch); |
|
36 |
36 |
|
37 |
37 |
public virtual void AddedToWorld() { } |
38 |
38 |
public virtual void RemovedFromWorld() { } |
Up to file-list AngelXNA/Infrastructure/World.cs:
| … | … | @@ -106,6 +106,7 @@ namespace AngelXNA.Infrastructure |
106 |
106 |
public bool IsSimulating |
107 |
107 |
{ |
108 |
108 |
get { return _simulateOn; } |
109 |
set { _simulateOn = value; } |
|
109 |
110 |
} |
110 |
111 |
|
111 |
112 |
protected World() |
| … | … | @@ -463,15 +464,15 @@ namespace AngelXNA.Infrastructure |
463 |
464 |
} |
464 |
465 |
} |
465 |
466 |
|
466 |
public void Render(G |
|
467 |
public void Render(GameTime aTime, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
467 |
468 |
{ |
468 |
469 |
// Setup the camera matrix. |
469 |
470 |
// theCamera.Render(); |
470 |
471 |
|
471 |
DrawRenderables(a |
|
472 |
DrawRenderables(aTime, aDevice, aBatch); |
|
472 |
473 |
|
473 |
474 |
if (_gameManager != null) |
474 |
_gameManager.Render( |
|
475 |
_gameManager.Render(aTime, _camera, aDevice, aBatch); |
|
475 |
476 |
|
476 |
477 |
//Render debug information |
477 |
478 |
SpatialGraphManager.Instance.Render(_camera, aDevice, aBatch); |
| … | … | @@ -480,7 +481,7 @@ namespace AngelXNA.Infrastructure |
480 |
481 |
DeveloperConsole.Instance.Render(_camera, aDevice, aBatch); |
481 |
482 |
} |
482 |
483 |
|
483 |
public void DrawRenderables(G |
|
484 |
public void DrawRenderables(GameTime aTime, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
484 |
485 |
{ |
485 |
486 |
// This is very different from the original Angel implementation, but hopefully accomplishes |
486 |
487 |
// the same thing? |
| … | … | @@ -493,7 +494,7 @@ namespace AngelXNA.Infrastructure |
493 |
494 |
LinkedList<Renderable> currentLayer = _layers[layerOrder[i]]; |
494 |
495 |
foreach (Renderable renderable in currentLayer) |
495 |
496 |
{ |
496 |
renderable.Render( |
|
497 |
renderable.Render(aTime, _camera, aDevice, aBatch); |
|
497 |
498 |
} |
498 |
499 |
} |
499 |
500 |
} |
Up to file-list AngelXNA/Messaging/Switchboard.cs:
| … | … | @@ -40,7 +40,6 @@ namespace AngelXNA.Messaging |
40 |
40 |
} |
41 |
41 |
} |
42 |
42 |
|
43 |
private bool _messagesLocked = false; |
|
44 |
43 |
private Dictionary<string, MessageHandler> _subscriptions = new Dictionary<string,MessageHandler>(); |
45 |
44 |
private Queue<Message> _messages = new Queue<Message>(); |
46 |
45 |
private LinkedList<MessageTimer> _delayedMessages = new LinkedList<MessageTimer>(); |
Up to file-list IntroGame/DemoGameManager.cs:
| … | … | @@ -35,7 +35,7 @@ namespace IntroGame |
35 |
35 |
|
36 |
36 |
} |
37 |
37 |
|
38 |
public override void Render( |
|
38 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
39 |
39 |
{ |
40 |
40 |
|
41 |
41 |
} |
| … | … | @@ -142,7 +142,7 @@ namespace IntroGame |
142 |
142 |
return null; |
143 |
143 |
} |
144 |
144 |
|
145 |
public override void Render( |
|
145 |
public override void Render(GameTime aTime, Camera aCamera, GraphicsDevice aDevice, SpriteBatch aBatch) |
|
146 |
146 |
{ |
147 |
147 |
Color textColor = new Color(0.5f, 0.5f, 0.5f); |
148 |
148 |
SpriteFont font = FontCache.Instance["ConsoleSmall"]; |
