public override void Initialize()
 {
     m_controlMenuCollection = new List<ISprite>();
     m_stateManager = StateManager.GetInstance();
     new Thread( Init )
     {
         Priority = ThreadPriority.BelowNormal
     }.Start();
 }
Beispiel #2
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        public override void Initialize()
        {
            this.GameStateChanged += new GameStateEventHandler( PauseGameState_GameStateChanged );
            m_stateManager = StateManager.GetInstance();

            new Thread( Init )
            {
                Priority = ThreadPriority.BelowNormal
            }.Start();
        }
Beispiel #3
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        public override void Initialize()
        {
            m_stateManager = StateManager.GetInstance();
            new Thread( Init )
            {
                Priority = ThreadPriority.BelowNormal
            }.Start();

            this.GameStateChanged += PlayerState_GameStateChanged;
        }
Beispiel #4
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        public override void Initialize()
        {
            m_audioManager = AudioManager.GetInstance();
            m_audioManager.LoadSound("SongOfWaterSpray",DataReader.Load<SoundEffect>("MusicAndSoundEffect/SoundEffect/SongOfWaterSpray"));
            m_audioManager.LoadSong("SongOfRunningGame",
                                    DataReader.Load<Song>("MusicAndSoundEffect/Song/MusicOfRunningGameState"));

            m_levels = MapManager.GetInstance();
            m_world = WorldManager.GetInstance();
            m_sence = SenceManager.GetInstance();
            m_effect = GraphicsManager.GetInstance();
            m_stateManager = StateManager.GetInstance();
            //m_levels.Load( "Map6" );

            m_levels.Goto( "Map0" );
            //m_levels.Load("Map0");
            player = m_world.Player;
            m_renderTarget2D = new RenderTarget2D( HealGame.Game.GraphicsDevice, 800, 600, false,
                                                   HealGame.Game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24Stencil8 );
            m_resolveTarget = new RenderTarget2D( HealGame.Game.GraphicsDevice, 800, 600, false,
                                                  HealGame.Game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.Depth24Stencil8);
                //DataReader.Load<Effect>("Effect/Blur");
        }
        public override void Initialize()
        {
            m_curChildState = ChildState.ShowTeamlogoState;
            m_stateManager = StateManager.GetInstance();
            m_showStoryTexPackaging = new ShowStoryTexPackaging();
            m_showStoryTexPackaging.Initialize();

            #region Initialize ScenceSprites

            #region Initialize the teamlogo

            m_teamlogo = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Teamlogo/teamlogo" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                CurAlpha = 0.1f,
                FlashInterval = 0.008f,
                Visible = true,
            };
            m_teamlogo.TColor = new Color( new Vector4( 255, 255, 255, m_teamlogo.CurAlpha ) );
            m_teamlogo.SourceRect = new Rectangle( 0, 0, m_teamlogo.TextureImage.Width, m_teamlogo.TextureImage.Height );
            #endregion

            #region Initialize the respectBackground

            m_respectBackground = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/RespectShow/b_0" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                CurAlpha = 0.0f,
                FlashInterval = 0.005f,
                Visible = true,
            };
            m_respectBackground.TColor = new Color( new Vector4( 255, 255, 255, m_respectBackground.CurAlpha ) );
            m_respectBackground.SourceRect = new Rectangle( 0, 0, m_respectBackground.TextureImage.Width, m_respectBackground.TextureImage.Height );
            #endregion

            #region Initialize the respect word_1

            m_word_1 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/RespectShow/b_1" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                CurAlpha = 0.2f,
                FlashInterval = 0.005f,
                Visible = true,
            };
            m_word_1.TColor = new Color( new Vector4( 255, 255, 255, m_word_1.CurAlpha ) );
            m_word_1.SourceRect = new Rectangle( 0, 0, m_word_1.TextureImage.Width, m_word_1.TextureImage.Height );
            #endregion

            #region Initialize the respect word_2

            m_word_2 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/RespectShow/b_2" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                CurAlpha = 0.005f,
                FlashInterval = 0.005f,
                Visible = true,
            };
            m_word_2.TColor = new Color( new Vector4( 255, 255, 255, m_word_2.CurAlpha ) );
            m_word_2.SourceRect = new Rectangle( 0, 0, m_word_2.TextureImage.Width, m_word_2.TextureImage.Height );
            #endregion

            m_showTeamlogoCollection = new List<ISprite>();
            m_showRespectCollection = new List<ISprite>();

            #region Add the components to the m_showTeamlogoCollection

            m_showTeamlogoCollection.Add(m_teamlogo);
            #endregion

            #region Add the components to the m_showRespectCollection

            m_showRespectCollection.Add( m_respectBackground );
            m_showRespectCollection.Add( m_word_1);
            m_showRespectCollection.Add( m_word_2 );
            #endregion

            #endregion
        }
Beispiel #6
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 internal static StateManager GetInstance()
 {
     if (m_instance == null)
     {
         m_instance = new StateManager();
     }
     return m_instance;
 }
Beispiel #7
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        public override void Initialize()
        {
            m_audioManager = AudioManager.GetInstance();
            m_audioManager.LoadSong( "SongOfMainMenuGameState", DataReader.Load<Song>( "MusicAndSoundEffect/Song/MusicOfMenuState" ) );

            //m_audioManager.PlaySong( "SongOfMainMenuGameState", true );
            //m_audioManager.LoadSound("def", DataReader.Load<SoundEffect>(""));

            //m_audioManager.PlaySong( "SongOfMainMenuGameState", true );
            //m_audioManager.StopSong();
            //m_audioManager.FadeSong(1,new TimeSpan(0,0,1));

            m_curChildState = ChildState.BeginState;

            m_beginStateCollection = new List<ISprite>();
            m_gameLogoDisappearStateCollection = new List<ISprite>();
            m_startMenuShowStateCollection = new List<ISprite>();
            m_zoomInBackgroundStateCollection = new List<ISprite>();
            m_capsuleOnTargetStateCollection = new List<ISprite>();
            m_distortionStateCollection = new List<ISprite>();

            m_effect = GraphicsManager.GetInstance();
            m_stateManager = StateManager.GetInstance();

            #region Initialize the tv pictures

            m_tvPicture_1 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVPicture_1", SpriteManager.SpriteBatch, "TVPicture_1" );
            m_tvPicture_2 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _3", SpriteManager.SpriteBatch, "TVPicture_2" );
            m_tvPicture_3 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVPicture_3", SpriteManager.SpriteBatch, "TVPicture_3" );
            m_tvPicture_4 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _2", SpriteManager.SpriteBatch, "TVPicture_4" );
            m_tvPicture_5 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _1", SpriteManager.SpriteBatch, "TVPicture_5" );
            m_tvPicture_6 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVPicture_6", SpriteManager.SpriteBatch, "TVPicture_6" );
            m_tvPicture_7 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVPicture_7", SpriteManager.SpriteBatch, "TVPicture_7" );
            m_tvMessey_1 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _1", SpriteManager.SpriteBatch, "TVMessy _1" );
            m_tvMessey_2 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _2", SpriteManager.SpriteBatch, "TVMessy _2" );
            m_tvMessey_3 = new DButton( DButton.DButtonState.Idle, "Texture/Menu/TVPicture/TVMessy _3", SpriteManager.SpriteBatch, "TVMessy _3" );

            m_tvPictureList = new List<DButton>();
            //m_tvMesseyList = new List<DButton>();

            m_tvPictureList.Add( m_tvPicture_1 );
            m_tvPictureList.Add( m_tvPicture_2 );
            m_tvPictureList.Add( m_tvPicture_3 );
            m_tvPictureList.Add( m_tvPicture_4 );
            m_tvPictureList.Add( m_tvPicture_5 );
            m_tvPictureList.Add( m_tvPicture_6 );
            m_tvPictureList.Add( m_tvPicture_7 );
            m_tvPictureList.Add( m_tvMessey_1 );
            m_tvPictureList.Add( m_tvMessey_2 );
            m_tvPictureList.Add( m_tvMessey_3 );

            #endregion

            m_logo = new ScenceSprite();
            m_logo.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/GameLogo" );

            m_startString = new ScenceSprite();
            m_startString.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/press_0" );

            m_buttonPackaging = new MainMenuButtonPackaging( SpriteManager.SpriteBatch );

            m_background = new ScenceSprite();
            m_background.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/Background" );

            m_foreground = new ScenceSprite();
            m_foreground.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/Foreground" );

            m_backgroundMist = new ScenceSprite();
            m_backgroundMist.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/Mist" );

            m_ufoLight = new ScenceSprite();
            m_ufoLight.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/UFOLight" );

            #region Initialize the statics player

            m_staticsDarkPlayer = new ScenceSprite();
            m_staticsDarkPlayer.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/DarkPlayer" );

            #region Initial the glowing player

            m_staticsGlowingPlayer = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/GlowingPlayer" ),
                TargetOffset = new Vector2( 2000, 3000 ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                   HealGame.Game.GraphicsDevice.Viewport.Height ),
                Visible = true,
                TColor = Color.White
            };
            m_staticsGlowingPlayer.SourceRect = new Rectangle( 0, 0, m_staticsGlowingPlayer.TextureImage.Width, m_staticsGlowingPlayer.TextureImage.Height );
            #endregion

            #endregion

            #region Initialize the tips button "Enter"

            m_tipsButton = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/CommonScene/press_1" ),
                Position = new Vector2( 420, 125 ),
                Visible = true,
                TColor = Color.White
            };
            m_tipsButton.DestRect = new Rectangle( (int)m_tipsButton.Position.X, (int)m_tipsButton.Position.Y,
                                                  (int)( m_tipsButton.TextureImage.Width * 0.25 ),
                                                  (int)( m_tipsButton.TextureImage.Height * 0.25 ) );
            m_tipsButton.SourceRect = new Rectangle( 0, 0, m_tipsButton.TextureImage.Width,

                   m_tipsButton.TextureImage.Height );
            #endregion

            InitLogic();

            #region Add the components to the m_beginStateCollection

            m_beginStateCollection.Add( m_background );
            m_beginStateCollection.Add( m_foreground );
            m_beginStateCollection.Add( m_backgroundMist );
            m_beginStateCollection.Add( m_staticsDarkPlayer );
            m_beginStateCollection.Add( m_logo );
            m_beginStateCollection.Add( m_startString );
            #endregion

            #region Add the components to the m_gameLogoDisappearStateCollection

            m_gameLogoDisappearStateCollection.Add( m_background );
            m_gameLogoDisappearStateCollection.Add( m_foreground );
            m_gameLogoDisappearStateCollection.Add( m_staticsDarkPlayer );
            m_gameLogoDisappearStateCollection.Add( m_backgroundMist );
            #endregion

            #region Add the components to the m_startMenuShowStateCollection

            m_startMenuShowStateCollection.Add( m_background );
            m_startMenuShowStateCollection.Add( m_foreground );
            m_startMenuShowStateCollection.Add( m_buttonPackaging );
            m_startMenuShowStateCollection.Add( m_ufoLight );
            m_startMenuShowStateCollection.Add( m_staticsDarkPlayer );
            m_startMenuShowStateCollection.Add( m_backgroundMist );
            #endregion

            #region Add the components to the m_zoomInBackgroundStateCollection

            m_zoomInBackgroundStateCollection.Add( m_background );
            m_zoomInBackgroundStateCollection.Add( m_foreground );
            m_zoomInBackgroundStateCollection.Add( m_ufoLight );
            m_zoomInBackgroundStateCollection.Add( m_staticsDarkPlayer );
            m_zoomInBackgroundStateCollection.Add( m_backgroundMist );
            #endregion

            #region Add the components to the m_capsuleOnTargetStateCollection

            m_capsuleOnTargetStateCollection.Add( m_background );

            foreach( var a in m_tvPictureList )
            {
                m_capsuleOnTargetStateCollection.Add( a );
            }

            m_capsuleOnTargetStateCollection.Add( m_foreground );
            m_capsuleOnTargetStateCollection.Add( m_tipsButton );
            m_capsuleOnTargetStateCollection.Add( m_ufoLight );
            m_capsuleOnTargetStateCollection.Add( m_staticsGlowingPlayer );
            m_capsuleOnTargetStateCollection.Add( m_backgroundMist );
            #endregion

            #region Add the components to the m_distortionStateCollection

            m_distortionStateCollection.Add( m_background );
            foreach( var a in m_tvPictureList )
            {
                m_distortionStateCollection.Add( a );
            }
            m_distortionStateCollection.Add( m_foreground );
            m_distortionStateCollection.Add( m_backgroundMist );
            m_distortionStateCollection.Add( m_staticsGlowingPlayer );

            #endregion

            this.GameStateChanged += new GameStateEventHandler( MainMenuGameState_GameStateChanged );
        }
Beispiel #8
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            SpriteManager.SpriteBatch = spriteBatch;
            InstanceManager.InitializeManagers();
            m_state = StateManager.GetInstance();
            m_state.Initialize();

            Console.WriteLine(DateTime.Now - m_time);
        }