SM.Core: + Particle System + scriptable system for scripts ~ Moved Texts- and Particles-namespace to SM.Base.Drawing ~ Changed how you tell the stopwatch to pause. (From method to property) ~ Fixed Randomize.GetFloat(min, max) ~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore. SM.OGL: + "one-file-shader"-support SM2D: + DrawParticles (Control for Texture and Color not there yet) ~ Changed coordnate system to upper-right as (1,1) ~ Changed default shader to "one-file-shader"
63 lines
No EOL
1.7 KiB
C#
63 lines
No EOL
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Runtime.InteropServices;
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using System.Security.Authentication.ExtendedProtection.Configuration;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using SM.Base;
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using SM.Base.Scene;
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using SM.Base.Time;
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using SM.Utility;
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using SM2D;
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using SM2D.Drawing;
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using SM2D.Object;
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using SM2D.Scene;
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using Font = SM.Base.Drawing.Text.Font;
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using Vector2 = OpenTK.Vector2;
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namespace SM_TEST
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{
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class Program
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{
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static Scene scene;
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private static Font font;
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private static GLWindow2D window;
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static void Main(string[] args)
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{
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font = new Font(@"C:\Windows\Fonts\Arial.ttf")
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{
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FontSize = 32
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};
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Log.SetLogFile(compressionFolder:"logs");
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window = new GLWindow2D {Scaling = new Vector2(0, 1000)};
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//window.GrabCursor();
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window.SetScene(scene = new Scene());
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window.Load += WindowOnLoad;
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window.RenderFrame += WindowOnUpdateFrame;
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window.Run();
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}
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private static DrawParticles particles;
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private static void WindowOnUpdateFrame(object sender, FrameEventArgs e)
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{
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if (Keyboard.GetState()[Key.R])
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particles.Trigger();
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particles.Paused = Keyboard.GetState()[Key.P];
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}
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private static void WindowOnLoad(object sender, EventArgs e)
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{
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particles = new DrawParticles(TimeSpan.FromSeconds(5))
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{
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MaxSpeed = 10
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};
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window.CurrentScene.Objects.Add(particles);
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//particles.Trigger();
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}
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}
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} |