Calimaw Posted May 3, 2010 Share Posted May 3, 2010 I created a class file called SceneBuilder.cs which is where I want to place some functions for auto-building my scene based on entities it discovers and their Key values. using Leadwerks; using System; namespace LWTest01 { public class SceneBuilder { public Entity child; public String colorString; public Color color; public void Atmosphere(Scene inScene) { child = inScene.GetChild("atmosphere_1"); colorString = child.GetKey("fogcolor"); color = new Color(new float[] { float.Parse(colorString.Split(',')[0]) / 255, float.Parse(colorString.Split(',')[1]) / 255, float.Parse(colorString.Split(',')[2]) / 255, float.Parse(colorString.Split(',')[3]) / 255 }); Framework.Effects.DistanceFog.Color = color; } } } The above is the entire class file, but when I try to call it in my main with SceneBuilder.Atmosphere(); it will only allow me to put in SceneBuilder, as if it's a type. I'm almost certain I did something wrong with defining the class, and it thinks its a type or something, can some one explain to me how I can consolidate a series of functions in another file to keep my main clean? Quote Link to comment Share on other sites More sharing options...
Rick Posted May 3, 2010 Share Posted May 3, 2010 SceneBuilder is a type. The only way you can do SceneBuilder.Atmosphere() is if Atmosphere() is defined as static. Otherwise you have to make an object and call it via that way. SceneBuilder scene; scene.Atmosphere(); Quote Link to comment Share on other sites More sharing options...
Calimaw Posted May 3, 2010 Author Share Posted May 3, 2010 Alright, got it. thanks Edit: I thought I might as this now, is every one else doing something similar for auto-building their scenes? Quote Link to comment Share on other sites More sharing options...
Calimaw Posted May 3, 2010 Author Share Posted May 3, 2010 Any one please feel free to respond, I'm a big newb to C# and game programming, so any thoughts are helpful for me. I don't know the best way to do things so another perspective helps me make decisions Quote Link to comment Share on other sites More sharing options...
TylerH Posted May 7, 2010 Share Posted May 7, 2010 Well, if by auto-building you mean setting up, I think anyone making large scale levels for games is using the Leadwerks Editor. There is no reason you can't setup a game entirely in code or the world as well, but there are advantages and disadvantages to both approaches. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
ZioRed Posted May 7, 2010 Share Posted May 7, 2010 I'm planning a kind of scene builder which parses a SBX file and loads it "manually" in multi-threading mode so that it let me to define a callback (for each entity load) which I can use to show a more or less accurate progress bar. For the atmoshpere example: why you need to set it manually from the scene? Initializing the framework with lua enabled did not work? Graphics.Initialize(800, 600); Framework.Initialize(true); Scene.Load("abstract::terrain_artic.sbx"); Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
Fester Posted July 15, 2010 Share Posted July 15, 2010 SceneBuilder myScene = new SceneBuilder(); myScene.Atmosphere(); Quote Link to comment Share on other sites More sharing options...
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