Beispiel #1
0
 public CreditsLine()
 {
     // Set up the sprites
     Sprite           = new TextDrawableSprite(Game.GetFont(FontSize));
     Sprite.Tint      = Color.White;
     Sprite.Alignment = ContentAlignment.TopLeft;
 }
Beispiel #2
0
 public CreditsLine()
 {
     // Set up the sprites
     Sprite = new TextDrawableSprite(Game.GetFont(FontSize));
     Sprite.Tint = Color.White;
     Sprite.Alignment = ContentAlignment.TopLeft;
 }
 /// <summary>
 /// Constructs the minor mode and sets up the internal
 /// sprites.
 /// </summary>
 public EndOfGameMinorMode()
 {
     // Create the game over text
     text = new TextDrawableSprite(Game.GetFont(FontSize),
         "Game\nOver");
     text.Tint = Color.White;
     text.Alignment = ContentAlignment.MiddleCenter;
     sprites.Add(text);
 }
        /// <summary>
        /// Constructs the minor mode and sets up the internal
        /// sprites.
        /// </summary>
        public EndOfGameMinorMode()
        {
            // Create the game over text
            text = new TextDrawableSprite(Game.GetFont(FontSize),
				"Game\nOver");
            text.Tint = Color.White;
			text.Alignment = ContentAlignment.MiddleCenter;
            sprites.Add(text);
        }
Beispiel #5
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        /// <summary>
        /// Constructs the minor mode and sets up the internal
        /// sprites.
        /// </summary>
        public CreditsMode()
        {
            // Create the titles
            text = new TextDrawableSprite(Game.GetFont(TitleFontSize),
                "Credits");
            text.Tint = Color.White;
            text.Alignment = ContentAlignment.TopLeft;
            sprites.Add(text);

            category = new TextDrawableSprite(Game.GetFont(FontSize));
            category.Tint = Color.White;
            category.Alignment = ContentAlignment.TopRight;
            sprites.Add(category);
        }
Beispiel #6
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        /// <summary>
        /// Constructs the minor mode and sets up the internal
        /// sprites.
        /// </summary>
        public CreditsMode()
        {
            // Create the titles
            text = new TextDrawableSprite(Game.GetFont(TitleFontSize),
                                          "Credits");
            text.Tint      = Color.White;
            text.Alignment = ContentAlignment.TopLeft;
            sprites.Add(text);

            category           = new TextDrawableSprite(Game.GetFont(FontSize));
            category.Tint      = Color.White;
            category.Alignment = ContentAlignment.TopRight;
            sprites.Add(category);
        }
Beispiel #7
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        /// <summary>
        /// Constructs the minor mode and sets up the internal
        /// sprites.
        /// </summary>
        public AssetLoadingMode()
        {
            // Create the game over text
            text = new TextDrawableSprite(Game.GetFont(FontSize),
                "Loading");
            text.Tint = Color.White;
            text.Alignment = ContentAlignment.MiddleCenter;
            sprites.Add(text);

            text2 = new TextDrawableSprite(Game.GetFont(SmallFontSize),
                "100%");
            text2.Tint = Color.White;
            text2.Alignment = ContentAlignment.BottomLeft;
            sprites.Add(text2);
        }
Beispiel #8
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        /// <summary>
        /// Constructs the minor mode and sets up the internal
        /// sprites.
        /// </summary>
        public AssetLoadingMode()
        {
            // Create the game over text
            text = new TextDrawableSprite(Game.GetFont(FontSize),
                                          "Loading");
            text.Tint      = Color.White;
            text.Alignment = ContentAlignment.MiddleCenter;
            sprites.Add(text);

            text2 = new TextDrawableSprite(Game.GetFont(SmallFontSize),
                                           "100%");
            text2.Tint      = Color.White;
            text2.Alignment = ContentAlignment.BottomLeft;
            sprites.Add(text2);
        }
Beispiel #9
0
        protected DisplayStatusMinorMode()
        {
            // Create a sprite viewport to handle everything
            sprites = new SpriteViewport();

            // Create the heart and star icons
            heartSprite = AssetLoader.Instance.CreateSprite("Heart");
            sprites.Add(heartSprite);

            heartText           = new TextDrawableSprite(Game.GetFont(FullTextSize));
            heartText.Tint      = Constants.HeartColor;
            heartText.Text      = Game.State.Hearts.ToString();
            heartText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(heartText);

            starSprite = AssetLoader.Instance.CreateSprite("Star");
            sprites.Add(starSprite);

            starText           = new TextDrawableSprite(Game.GetFont(FullTextSize));
            starText.Tint      = Constants.StarColor;
            starText.Text      = Game.State.Stars.ToString();
            starText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(starText);

            chestSprite = AssetLoader.Instance.CreateSprite(ChestDrawableName);
            sprites.Add(chestSprite);

            chestText           = new TextDrawableSprite(Game.GetFont(FullTextSize));
            chestText.Tint      = Constants.ChestColor;
            chestText.Text      = "0";
            chestText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(chestText);

            // Create the viewport
            viewport = new SpriteViewport();
            viewport.ClipContents = true;
            sprites.Add(viewport);

            // Add the text elements
            subtitle = new TextDrawableSprite(
                Game.GetFont(NewFontSize), "");
            subtitle.Tint      = Color.FromArgb(128, Color.White);
            subtitle.Alignment = ContentAlignment.TopCenter;
            subtitle.Visible   = false;
            viewport.Add(subtitle);

            // Create the title text
            title = new TextDrawableSprite(
                Game.GetFont(TitleFontSize), "");
            title.Tint      = Color.White;
            title.Alignment = ContentAlignment.TopCenter;
            title.Visible   = false;
            viewport.Add(title);

            // Create the title text
            text = new TextLayoutDrawableSprite(
                Game.GetFont(DescriptionFontSize), "");
            text.Tint      = Color.White;
            text.Alignment = ContentAlignment.TopCenter;
            viewport.Add(text);
        }
        protected DisplayStatusMinorMode()
        {
            // Create a sprite viewport to handle everything
            sprites = new SpriteViewport();

            // Create the heart and star icons
            heartSprite = AssetLoader.Instance.CreateSprite("Heart");
            sprites.Add(heartSprite);

            heartText = new TextDrawableSprite(Game.GetFont(FullTextSize));
            heartText.Tint = Constants.HeartColor;
            heartText.Text = Game.State.Hearts.ToString();
            heartText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(heartText);

            starSprite = AssetLoader.Instance.CreateSprite("Star");
            sprites.Add(starSprite);

            starText = new TextDrawableSprite(Game.GetFont(FullTextSize));
            starText.Tint = Constants.StarColor;
            starText.Text = Game.State.Stars.ToString();
            starText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(starText);

            chestSprite = AssetLoader.Instance.CreateSprite(ChestDrawableName);
            sprites.Add(chestSprite);

            chestText = new TextDrawableSprite(Game.GetFont(FullTextSize));
            chestText.Tint = Constants.ChestColor;
            chestText.Text = "0";
            chestText.Alignment = ContentAlignment.MiddleLeft;
            sprites.Add(chestText);

            // Create the viewport
            viewport = new SpriteViewport();
            viewport.ClipContents = true;
            sprites.Add(viewport);

            // Add the text elements
            subtitle = new TextDrawableSprite(
                Game.GetFont(NewFontSize), "");
            subtitle.Tint = Color.FromArgb(128, Color.White);
            subtitle.Alignment = ContentAlignment.TopCenter;
            subtitle.Visible = false;
            viewport.Add(subtitle);

            // Create the title text
            title = new TextDrawableSprite(
                Game.GetFont(TitleFontSize), "");
            title.Tint = Color.White;
            title.Alignment = ContentAlignment.TopCenter;
            title.Visible = false;
            viewport.Add(title);

            // Create the title text
            text = new TextLayoutDrawableSprite(
                Game.GetFont(DescriptionFontSize), "");
            text.Tint = Color.White;
            text.Alignment = ContentAlignment.TopCenter;
            viewport.Add(text);
        }
Beispiel #11
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        /// <summary>
        /// Constructs the viewport and arranges all the needed
        /// elements.
        /// </summary>
        public IndicatorsViewport()
        {
            // Set the default values
            BackgroundColor = Color.FromArgb(128, Color.Black);
            Z = 100;

            // Create the status viewport
            statusViewport = new SpriteViewport();
            statusViewport.ClipContents = true;
            statusViewport.Z = 200;
            Add(statusViewport);

            // Load the mini icons
            heart = AssetLoader.Instance.CreateSprite(Constants.MiniHeartName);
            heart.Z = 300;
            heart.Point = new PointF(5, 0);
            statusViewport.Add(heart);

            star = AssetLoader.Instance.CreateSprite(Constants.MiniStarName);
            star.Point = new PointF(5, FontSize + 2);
            star.Z = 300;
            statusViewport.Add(star);

            clock = AssetLoader.Instance.CreateSprite(Constants.MiniClockName);
            clock.Z = 300;
            clock.Point = new PointF(155, 0);
            statusViewport.Add(clock);

            bug = AssetLoader.Instance.CreateSprite(Constants.MiniBugName);
            bug.Point = new PointF(155, FontSize + 2);
            bug.Z = 300;
            statusViewport.Add(bug);

            // Create the heart scores
            heartScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                    Game.State.Hearts.ToString());
            heartScore.Z = 300;
            heartScore.Point = new PointF(35, 15);
            heartScore.Tint = Constants.HeartColor;
            heartScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(heartScore);

            // Create the star scores
            starScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                    Game.State.Stars.ToString());
            starScore.Z = 300;
            starScore.Point = new PointF(35, FontSize + 15 + 4);
            starScore.Tint = Constants.StarColor;
            starScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(starScore);

            // Create the clock scores
            clockScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                    Game.State.SecondsRemaining.ToString());
            clockScore.Z = 300;
            clockScore.Point = new PointF(185, heartScore.Point.Y);
            clockScore.Tint = Constants.ClockColor;
            clockScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(clockScore);

            // Create the star scores
            bugScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                    Game.State.Stars.ToString());
            bugScore.Z = 300;
            bugScore.Point = new PointF(clockScore.Point.X, starScore.Point.Y);
            bugScore.Tint = Constants.BugColor;
            bugScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(bugScore);

            // Create the prayer viewport
            prayerViewport = new SpriteViewport();
            prayerViewport.ClipContents = true;
            Add(prayerViewport);
        }
Beispiel #12
0
        /// <summary>
        /// Indicates to the game mode that it is activated.
        /// </summary>
        public void Activate()
        {
            // Set up the sprites
            sprites.IsMouseSensitive = true;
            Game.SpriteManager.Add(sprites);

            // Create the big text
            title = new TextDrawableSprite(Game.GetFont(FontSize),
                "Cute God");
            title.Alignment = ContentAlignment.TopCenter;
            title.Tint = Color.White;
            sprites.Add(title);

            System.Version v = GetType().Assembly.GetName().Version;
            version = new TextDrawableSprite(Game.GetFont(SmallFontSize),
                String.Format("{0}.{1}.{2}",
                    v.Major, v.Minor, v.Build));
            version.Alignment = ContentAlignment.BottomRight;
            version.Tint = Color.FromArgb(64, Color.White);
            sprites.Add(version);

            // Create the buttons
            newGame = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("new-game"));
            newGame.Clicked += NewGameClicked;
            sprites.Add(newGame);

            settings = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("settings"));
            sprites.Add(settings);

            resume = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("resume-game"));

            if (Game.PlayMode != null)
                resume.Clicked += ResumeClicked;

            sprites.Add(resume);

            help = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("help"));
            sprites.Add(help);

            scores = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("high-scores"));
            sprites.Add(scores);

            credits = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("credits"));
            credits.Clicked += CreditsClicked;
            sprites.Add(credits);

            quit = new MainMenuButton(AssetLoader.Instance
                .CreateDrawable("quit"));
            quit.Clicked += QuitClicked;
            sprites.Add(quit);

            // Create the block viewport
            board = new BlockBoard(BoardRows, BoardColumns);
            board.BlockMovingChanged += OnBlockMovingChanged;

            viewport = new BlockViewport(board, AssetLoader.Instance);
            viewport.FocusPosition = Constants.FocusPosition;
            PopulateBoard();
            // We don't add to the sprites since we are manually
            // drawing it to add a black screen in front of it.
        }
Beispiel #13
0
        /// <summary>
        /// Indicates to the game mode that it is activated.
        /// </summary>
        public void Activate()
        {
            // Set up the sprites
            sprites.IsMouseSensitive = true;
            Game.SpriteManager.Add(sprites);

            // Create the big text
            title = new TextDrawableSprite(Game.GetFont(FontSize),
                                           "Cute God");
            title.Alignment = ContentAlignment.TopCenter;
            title.Tint      = Color.White;
            sprites.Add(title);

            System.Version v = GetType().Assembly.GetName().Version;
            version = new TextDrawableSprite(Game.GetFont(SmallFontSize),
                                             String.Format("{0}.{1}.{2}",
                                                           v.Major, v.Minor, v.Build));
            version.Alignment = ContentAlignment.BottomRight;
            version.Tint      = Color.FromArgb(64, Color.White);
            sprites.Add(version);

            // Create the buttons
            newGame = new MainMenuButton(AssetLoader.Instance
                                         .CreateDrawable("new-game"));
            newGame.Clicked += NewGameClicked;
            sprites.Add(newGame);

            settings = new MainMenuButton(AssetLoader.Instance
                                          .CreateDrawable("settings"));
            sprites.Add(settings);

            resume = new MainMenuButton(AssetLoader.Instance
                                        .CreateDrawable("resume-game"));

            if (Game.PlayMode != null)
            {
                resume.Clicked += ResumeClicked;
            }

            sprites.Add(resume);

            help = new MainMenuButton(AssetLoader.Instance
                                      .CreateDrawable("help"));
            sprites.Add(help);

            scores = new MainMenuButton(AssetLoader.Instance
                                        .CreateDrawable("high-scores"));
            sprites.Add(scores);

            credits = new MainMenuButton(AssetLoader.Instance
                                         .CreateDrawable("credits"));
            credits.Clicked += CreditsClicked;
            sprites.Add(credits);

            quit = new MainMenuButton(AssetLoader.Instance
                                      .CreateDrawable("quit"));
            quit.Clicked += QuitClicked;
            sprites.Add(quit);

            // Create the block viewport
            board = new BlockBoard(BoardRows, BoardColumns);
            board.BlockMovingChanged += OnBlockMovingChanged;

            viewport = new BlockViewport(board, AssetLoader.Instance);
            viewport.FocusPosition = Constants.FocusPosition;
            PopulateBoard();
            // We don't add to the sprites since we are manually
            // drawing it to add a black screen in front of it.
        }
        /// <summary>
        /// Constructs the viewport and arranges all the needed
        /// elements.
        /// </summary>
        public IndicatorsViewport()
        {
            // Set the default values
            BackgroundColor = Color.FromArgb(128, Color.Black);
            Z = 100;

            // Create the status viewport
            statusViewport = new SpriteViewport();
            statusViewport.ClipContents = true;
            statusViewport.Z            = 200;
            Add(statusViewport);

            // Load the mini icons
            heart       = AssetLoader.Instance.CreateSprite(Constants.MiniHeartName);
            heart.Z     = 300;
            heart.Point = new PointF(5, 0);
            statusViewport.Add(heart);

            star       = AssetLoader.Instance.CreateSprite(Constants.MiniStarName);
            star.Point = new PointF(5, FontSize + 2);
            star.Z     = 300;
            statusViewport.Add(star);

            clock       = AssetLoader.Instance.CreateSprite(Constants.MiniClockName);
            clock.Z     = 300;
            clock.Point = new PointF(155, 0);
            statusViewport.Add(clock);

            bug       = AssetLoader.Instance.CreateSprite(Constants.MiniBugName);
            bug.Point = new PointF(155, FontSize + 2);
            bug.Z     = 300;
            statusViewport.Add(bug);

            // Create the heart scores
            heartScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                                       Game.State.Hearts.ToString());
            heartScore.Z         = 300;
            heartScore.Point     = new PointF(35, 15);
            heartScore.Tint      = Constants.HeartColor;
            heartScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(heartScore);

            // Create the star scores
            starScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                                       Game.State.Stars.ToString());
            starScore.Z         = 300;
            starScore.Point     = new PointF(35, FontSize + 15 + 4);
            starScore.Tint      = Constants.StarColor;
            starScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(starScore);

            // Create the clock scores
            clockScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                                       Game.State.SecondsRemaining.ToString());
            clockScore.Z         = 300;
            clockScore.Point     = new PointF(185, heartScore.Point.Y);
            clockScore.Tint      = Constants.ClockColor;
            clockScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(clockScore);

            // Create the star scores
            bugScore =
                new TextDrawableSprite(Game.GetFont(FontSize),
                                       Game.State.Stars.ToString());
            bugScore.Z         = 300;
            bugScore.Point     = new PointF(clockScore.Point.X, starScore.Point.Y);
            bugScore.Tint      = Constants.BugColor;
            bugScore.Alignment = ContentAlignment.MiddleLeft;
            statusViewport.Add(bugScore);

            // Create the prayer viewport
            prayerViewport = new SpriteViewport();
            prayerViewport.ClipContents = true;
            Add(prayerViewport);
        }