Beispiel #1
0
 public HudZoom(Hud hud, Game1 game)
 {
     this.hud = hud;
     this.game = game;
     alpha = 0;
     maxScale = 0.1f;
 }
Beispiel #2
0
        public HudMg(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            active = false;

            updateText();
        }
Beispiel #3
0
        public HudPrompt(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            pos = new Vector2(960, 350);

            promptFill = game.Content.Load<Texture2D>(@"Hud/promptFill");
            promptOut = game.Content.Load<Texture2D>(@"Hud/promptOut");
        }
Beispiel #4
0
 public HudHelp(Hud hud, Game1 game, SpriteFont font)
 {
     this.hud = hud;
     this.game = game;
     this.font = font;
     line1 = "To unlock the energy cache:";
     line2 = "press the corresponding dPad button";
     line3 = "as the markers reach the target.";
     line4 = "reach the end without missing 3";
     line5 = "to earn money and weapon exp!";
 }
Beispiel #5
0
        public HudMessage(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            mesFil = game.Content.Load<Texture2D>(@"Hud/mesFill");
            mesOut = game.Content.Load<Texture2D>(@"Hud/mesOut");
            wakeThresh = 2;
            wakeTime = wakeThresh;
            message = "";

            pos = new Vector2(960, 960);
        }
Beispiel #6
0
        public HudState(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            statPos = new Vector2(45, 934);
            statNamePos = new Vector2(180, 972);
            statTimePos = new Vector2(180, 1012);
            waveManager = game.waveManager;

            hudStatF = game.Content.Load<Texture2D>(@"Hud/statO");
            hudStatB = game.Content.Load<Texture2D>(@"Hud/statF");
        }
Beispiel #7
0
 public HudRespawn(Hud hud, SpriteFont font, Game1 game)
 {
     active = true;
     state = 5;
     time = 1.5f;
     this.hud = hud;
     this.font = font;
     this.game = game;
     ship = game.ship;
     updateText();
 }
        public HudCollectable(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            boxO = game.Content.Load<Texture2D>(@"Hud/cardOut");
            boxF = game.Content.Load<Texture2D>(@"Hud/cardFill");
            wakeThresh = 3;
            //wakeTime = wakeThresh;
            count = 0;

            pos = new Vector2(1840, 300);
        }
Beispiel #9
0
        public HudMoney(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            monPos = new Vector2(1450, 45);
            monTotPos = new Vector2(1700, 100);
            monDifPos = new Vector2(1690, 180);
            wakeThresh = 3;

            hudMonF = game.Content.Load<Texture2D>(@"Hud/hudMonF");
            hudMonB = game.Content.Load<Texture2D>(@"Hud/hudMonB");
            moneyTot = "";
            moneyDif = "";
        }
Beispiel #10
0
        public QuickSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            wepSys = game.ship.weapons;

            solidWhite = new Texture2D(game.GraphicsDevice, 1, 1);
            solidWhite.SetData(new Color[] { Color.White });

            out4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4");
            out4_1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-1");
            out4_2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-2");
            out4_3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-3");
            out4_4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut4-4");

            out5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5");
            out5_1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-1");
            out5_2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-2");
            out5_3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-3");
            out5_4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-4");
            out5_5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsOut5-5");

            fill4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsFill4");
            fill5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsFill5");

            hi1 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi1");
            hi2 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi2");
            hi3 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi3");
            hi4 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi4");
            hi5 = game.Content.Load<Texture2D>(@"Hud/QuickSelect/qsHi5");

            barMask = game.Content.Load<Texture2D>(@"Hud/Masks/qsMask");

            imgW = out4.Bounds.Width;
            imgH = out4.Bounds.Height;

            currentFill = fill4;
            currentOut = out4;
            currentHi = hi1;

            targ1 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            targ2 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            sb = new SpriteBatch(game.GraphicsDevice);
            alphaMap = TextureManager.alphaMap;
        }
Beispiel #11
0
        public HudMap(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            minimap = new Minimap(game);

            mapPos = new Vector2(1455, 752);
            hudMapF = game.Content.Load<Texture2D>(@"Hud/mapF");
            mask = game.Content.Load<Texture2D>(@"Hud/mapMask");
            hudMapB = game.Content.Load<Texture2D>(@"Hud/mapO");
            alphaMap = game.Content.Load<Effect>(@"Effects/AlphaMap");
            barMask = game.Content.Load<Texture2D>(@"Hud/Masks/mapBar");

            barTarg = new RenderTarget2D(game.GraphicsDevice, 272, 16);
            rTarg = new RenderTarget2D(game.GraphicsDevice, 402, 283);
            mapTarg = new RenderTarget2D(game.GraphicsDevice, 402, 283);
            spB = new SpriteBatch(game.GraphicsDevice);
        }
Beispiel #12
0
 public HudWave(Game1 game, Hud hud, HudAttackDisplayer displayer, Vector2 pos, Wave wave)
 {
     this.hud = hud;
     this.displayer = displayer;
     font = hud.font;
     this.wave = wave;
     setPictures(wave.enemyType);
     this.pos = pos;
     goalPos = pos;
     flashing = true;
     firstInList = false;
     moving = false;
     this.game = game;
     targ1 = new RenderTarget2D(game.GraphicsDevice, 170, 89);
     targ2 = new RenderTarget2D(game.GraphicsDevice, 170, 89);
     sb = new SpriteBatch(game.GraphicsDevice);
     alphaMap = TextureManager.alphaMap;
 }
Beispiel #13
0
        public HudWeapon(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            wepSys = game.ship.weapons;
            wakeThresh = 5;
            wepPos = new Vector2(45, 45);
            wepAmmoPos = new Vector2(325, 90);

            barTarg = new RenderTarget2D(game.GraphicsDevice, 180, 15);
            maskTarg = new RenderTarget2D(game.GraphicsDevice, 180, 15);
            sb = new SpriteBatch(game.GraphicsDevice);

            hudWepF = game.Content.Load<Texture2D>(@"Hud/hudWepF");
            hudWepB = game.Content.Load<Texture2D>(@"Hud/hudWepB");
            hudWepF2 = game.Content.Load<Texture2D>(@"Hud/hudWepO2");
            hudWepB2 = game.Content.Load<Texture2D>(@"Hud/hudWepF2");
            mask = game.Content.Load<Texture2D>(@"Hud/Masks/expBar");
            alphaMap = TextureManager.alphaMap;
        }
Beispiel #14
0
        public TurretSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            qs = hud.quickSelect;
            wepSys = game.ship.weapons;

            imgW = qs.out4.Bounds.Width;
            imgH = qs.out4.Bounds.Height;

            currentHi = hud.quickSelect.hi1;
            newTurr = true;

            loadImages();

            rTarg = new RenderTarget2D(game.GraphicsDevice, 512, 512);
            sb = new SpriteBatch(game.GraphicsDevice);
            modelManager = new TsModelManager(game);
        }
Beispiel #15
0
        public ExpSelect(Hud hud, Game1 game, SpriteFont font)
        {
            this.hud = hud;
            this.game = game;
            this.font = font;
            qs = hud.quickSelect;
            wepSys = game.ship.weapons;

            imgW = qs.out4.Bounds.Width;
            imgH = qs.out4.Bounds.Height;

            currentHi = hud.quickSelect.hi1;

            helpO = game.Content.Load<Texture2D>(@"Hud/qhelpO");
            helpF = game.Content.Load<Texture2D>(@"Hud/qhelpF");

            targ1 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            targ2 = new RenderTarget2D(game.GraphicsDevice, 123, 15);
            sb = new SpriteBatch(game.GraphicsDevice);
            alphaMap = TextureManager.alphaMap;
        }
        public HudAttackDisplayer(Game1 game, Hud hud)
        {
            this.game = game;
            this.hud = hud;
            this.enemyManager = game.enemyManager;
            sb = new SpriteBatch(game.GraphicsDevice);
            messageType = MessageType.end;

            waveDisplays = new List<HudWave>();

            bigFont = game.Content.Load<SpriteFont>(@"Hud/Venera900big");
            waveStartFill = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/attackStartFill");
            waveStartOut = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/attackStartOut");
            warnMark = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/warnMark");
            warnFill = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/warnFill");
            warnOut1 = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/warnOut1");
            warnOut2 = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/warnOut2");
            warnOut2w = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/warnOut2-w");
            attackOverFill = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/attackOverFill");
            attackOverOut = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/attackOverOut");

            swaSml = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/swaSml");
            swaBig = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/swaBig");
            sneSml = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/sneSml");
            sneBig = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/sneBig");
            gunSml = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/gunSml");
            gunBig = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/gunBig");
            hevSml = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/hevSml");
            hevBig = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/hevBig");

            barMask = game.Content.Load<Texture2D>(@"Hud/Masks/waveMask");

            wavOut = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/waveOut");
            wavOutW = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/waveOutW");
            wavFill = game.Content.Load<Texture2D>(@"Hud/AttackDisplay/waveFill");

            warnMidPos = new Vector2(960, 360);
            warnSidePos = new Vector2(150, 350);
            currentWarnPos = warnMidPos;
        }
Beispiel #17
0
        public HudHealth(Hud hud, SpriteFont font, Game1 game)
            : base(hud, font, game)
        {
            healthPos = new Vector2(659, 45);
            shieldBarPos = new Vector2(960, 75);
            hpBarPos = new Vector2(960, 115);
            hpSys = game.ship.shipHealth;
            wakeThresh = 3;

            targ1 = new RenderTarget2D(game.GraphicsDevice, 603, 104);
            targ2 = new RenderTarget2D(game.GraphicsDevice, 603, 104);
            targ3 = new RenderTarget2D(game.GraphicsDevice, 603, 104);
            sb = new SpriteBatch(game.GraphicsDevice);

            solidWhite = new Texture2D(game.GraphicsDevice, 1, 1);
            solidWhite.SetData(new Color[] { Color.White });

            hudHealthF = game.Content.Load<Texture2D>(@"Hud/hudHealthF");
            hudHealthB = game.Content.Load<Texture2D>(@"Hud/hudHealthB");
            shieldMask = game.Content.Load<Texture2D>(@"Hud/Masks/hudHealthM1");
            hpMask = game.Content.Load<Texture2D>(@"Hud/Masks/hudHealthM2");
            alphaMap = TextureManager.alphaMap;
        }
Beispiel #18
0
 public HudComponent(Hud hud, SpriteFont font, Game1 game)
 {
     this.hud = hud;
     this.font = font;
     this.game = game;
 }
Beispiel #19
0
        public void initializeGame(string level)
        {
            loadPercentage = 0;
            if (!loadedGameContent)
            {
                TextureManager.initialize(this);
                loadPercentage = 0.1f;
                ModelLibrary.initialize(this);
                loadPercentage = 0.2f;
                loadPercentage = 0.25f;
                loadedGameContent = true;
            }

            modelManager = new ModelManager(this);
            ship = new Ship(this);
            core = new BaseCore(this);
            camera = new Camera(this, new Vector3(40, 150, 10), Vector3.Zero, Vector3.Up);
            turretManager = new TurretManager(this);
            asteroidManager = new AsteroidManager(this);
            enemyManager = new EnemyManager(this);
            waveManager = new WaveManager(this);
            hud = new Hud(this, Content.Load<SpriteFont>(@"Hud/Venera40"), spriteBatch, GraphicsDevice);

            minigame = new Minigame(this);
            levelStats = new StatTracker();
            loadPercentage = 0.65f;

            levelFileName = "dends";
            //levelFileName = "map1-revis";
            //levelFileName = "pac-man";
            layout = new MapData(level);
            //layout = new MapData(@"Content/MapXml/Level2.xml");
            //layout = new MapData(@"Content/MapXml/pac-man.xml");
            //layout = new MapData(@"Content/MapXml/broktes.xml");

            map = new Map(this, layout.getNodes());

            bloom = new BloomComponent(this);

            Components.Add(ship);
            Components.Add(camera);
            Components.Add(modelManager);
            Components.Add(enemyManager);
            Components.Add(waveManager);
            Components.Add(core);
            Components.Add(turretManager);
            Components.Add(asteroidManager);
            Components.Add(minigame);

            //make sure the post process effects go second last, and the hud is absolute last
            //Components.Add(bloom);
            Components.Add(hud);

            loadPercentage = 1f;

            modelManager.makeStarField();
            turretManager.Initialize();

            //Debugging stuff for A*
            shortestPath = new Pathfinder(map);
            turretAvoid = new PathfinderTurretAvoid(map);

            System.Diagnostics.Debug.WriteLine("A new map has been loaded, our pathfinding algorithm is now finding the shortest path from each enemy spawn to the core");
            List<Vector2> spawns = map.getEnemySpawn();
            System.Diagnostics.Debug.WriteLine("There are " + spawns.Count() + " enemy spawn point(s) in this map");
            int count = 1;
            foreach(Vector2 spawn in spawns)
            {
                List<Vector2> path = shortestPath.findPath(new Point((int)spawn.X, (int)spawn.Y), new Point((int)map.getCoreLocation().X, (int)map.getCoreLocation().Y));
                System.Diagnostics.Debug.WriteLine("The path from spawn " + count + " is as follows:");
                foreach(Vector2 nodePos in path)
                {
                    System.Diagnostics.Debug.WriteLine(nodePos);
                }
                count++;
            }

            justLoadedContent = true;
        }
Beispiel #20
0
 public HudEnd(Hud hud, Game1 game)
 {
     this.game = game;
     this.hud = hud;
     this.font = hud.hudMg.font;
 }