Beispiel #1
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void Activate(bool instancePreserved)
        {
            if (!instancePreserved)
            {
                //LOAD MAZE
                maze = new Maze(GraphicsDevice);

                //ASSIGN some texture from content
                enemy_energy      = (Texture2D)Maze.Content[CONFIG_SPRITE_BOTTOM + "enemy_live_full"];
                enemy_livePoints  = (Texture2D)Maze.Content[CONFIG_SPRITE_BOTTOM + "enemy_live_empty"];
                player_energy     = (Texture2D)Maze.Content[CONFIG_SPRITE_BOTTOM + "player_live_full"];
                player_livePoints = (Texture2D)Maze.Content[CONFIG_SPRITE_BOTTOM + "player_live_empty"];

                //Load texture touch control
                texControl       = (Texture2D)Maze.Content["backgrounds/touchcontrol_arrow"];
                texControlButton = (Texture2D)Maze.Content["backgrounds/touchcontrol_button"];


                fontPrinceOfPersia_bigger        = (FontFile)Maze.Content[CONFIG_FONTS + "princeofpersia_bigger"];
                fontTexturePrinceOfPersia_bigger = (Texture2D)Maze.Content[CONFIG_FONTS + "princeofpersia_bigger_0"];
                fontPrinceOfPersia_small         = (FontFile)Maze.Content[CONFIG_FONTS + "princeofpersia_small"];
                fontTexturePrinceOfPersia_small  = (Texture2D)Maze.Content[CONFIG_FONTS + "princeofpersia_small_0"];

                //NOW START FROM 1'LEVEL
                maze.player = new Player(this.GraphicsDevice, maze.CurrentLevel.StartRoom());
                maze.player.MyRoom.StartNewLife();

                // once the load has finished, we use ResetElapsedTime to tell the game's
                // timing mechanism that we have just finished a very long frame, and that
                // it should not try to catch up.
                ScreenManager.Game.ResetElapsedTime();
            }
        }
        public static FontFile Load(String filename)
        {
#if ANDROID
            FontFile      file;
            XmlSerializer deserializer = new XmlSerializer(typeof(FontFile));
            using (Stream stream = Game.Activity.Assets.Open(filename))
            {
                //TextReader tr = new StreamReader(stream);
                file = (FontFile)deserializer.Deserialize(stream);
            }
            return(file);

            using (var stream = TitleContainer.OpenStream(filename))
            {
                System.Runtime.Serialization.Formatters.Binary.BinaryFormatter formatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();
                file = (FontFile)formatter.Deserialize(stream);
            }
            return(file);
#else
            XmlSerializer deserializer = new XmlSerializer(typeof(FontFile));
            TextReader    textReader   = new StreamReader(filename);
            FontFile      file         = (FontFile)deserializer.Deserialize(textReader);
            textReader.Close();
            return(file);
#endif
        }
Beispiel #3
0
        private void DrawShadowedString(FontFile font, string value, Vector2 position, Color color)
        {
            FontRenderer fontRender = new FontRenderer(fontPrinceOfPersia_small, fontTexturePrinceOfPersia_small);

            fontRender.DrawString(spriteBatch, position, value);

            //fontRender.DrawString(font, value, position + new Vector2(1.0f, 1.0f), Color.Black);
            //spriteBatch.DrawString(font, value, position, color);
        }
        public FontRenderer(FontFile fontFile, Texture2D fontTexture)
        {
            _fontFile     = fontFile;
            _texture      = fontTexture;
            _characterMap = new Dictionary <char, FontChar>();

            foreach (var fontCharacter in _fontFile.Chars)
            {
                char c = (char)fontCharacter.ID;
                _characterMap.Add(c, fontCharacter);
            }
        }
Beispiel #5
0
        /// <summary>
        /// Load your graphics content.
        /// </summary>
        protected override void LoadContent()
        {
            // Load content belonging to the screen manager.
            //content = Game.Content;

            spriteBatch = new SpriteBatch(GraphicsDevice);
            //AMF how can load content??

            //font = content.Load<SpriteFont>("fonts/PoP");

            string fontFilePath = Path.Combine(content.RootDirectory, "fonts/princeofpersia_bigger.fnt");

            fontFile    = FontLoader.Load(fontFilePath);
            fontTexture = content.Load <Texture2D>("fonts/princeofpersia_bigger_0");

            //blankTexture = content.Load<Texture2D>("backgrounds/main_background");

            // Tell each of the screens to load their content.
            foreach (GameScreen screen in screens)
            {
                screen.Activate(false);
            }
        }