Beispiel #1
0
        public static void load(GLGame game)
        {

            //Load Textures and define texture regions LoadFonts///////////
            Assets.game = game;
            splashscreen = new Texture("splash.png");
            wrn = new Texture("wrg.png");
            side = new Texture("side.png");
            loadscreen = new TextureRegion(splashscreen, 1, 205, 800, 600);
            circ = new TextureRegion(side, 0, 0,600 ,1000);
            loading = new TextureRegion(splashscreen, 803, 705, 156, 55);
            Settings.load();
            Game.gd = new GameData(Settings.musicEnabled,Settings.soundEnabled);
            Game.vm = new ViewManager();
            Game.r1 = new RegionData();
            Game.r2 = new RegionData();
            Game.r3 = new RegionData();
            new Thread(delegate()
           {
               bgload();
           }).Start();






        }
	 public void drawSprite(float x, float y, float width, float height, float angle,float px,float py, TextureRegion region) 
	 {
         float sx = width /( region.rectangle.Width);
         float sy= -height /( region.rectangle.Height);
         //y =- y;
         //py = -py;
        // height = -height;
         //TerVel.Main.spriteBatch.Draw(region.texhold.tex, new Vector2(x,y), region.rectangle, Color.White, angle * -0.0174533F, new Vector2(width/2+px,-height/2+py), new Vector2(sx, sy), SpriteEffects.None, 0);
          //Vector2 scale= new Vector2(sx,sy);
         if (sx < 0)
         {
             sx = sx * -1;
             Vector2 scale = new Vector2(sx, sy);
             Vector2 origin = new Vector2((width / 2 + px) / sx, -(height / 2 + py) / (sy));
             Vector2 position = new Vector2(x, y);
             TerVel.Main.spriteBatch.Draw(region.texhold.tex, position, region.rectangle, Assets.color, angle * 0.0174533F, origin, scale, SpriteEffects.FlipHorizontally, 0);
         }
         else
         {
             Vector2 scale = new Vector2(sx, sy);
             Vector2 origin = new Vector2((width / 2 + px) / sx, -(height / 2 + py) / (sy));
             Vector2 position = new Vector2(x, y);

             TerVel.Main.spriteBatch.Draw(region.texhold.tex, position, region.rectangle, Assets.color, angle * 0.0174533F, origin, scale, SpriteEffects.None, 0);
         }
          
 

     }
    public FontExtension(Texture texture, int offsetX, int offsetY, int glyphsPerRow, int glyphWidth, int glyphHeight)
    {
        //super(texture, offsetX, offsetY, glyphsPerRow, glyphWidth, glyphHeight);

        this.texture = texture;
        this.glyphWidth = glyphWidth;
        this.glyphHeight = glyphHeight;
        int x = offsetX;
        int y = offsetY;
        for (int i = 0; i < 96; i++)
        {
            glyphs[i] = new TextureRegion(texture, x, y, glyphWidth, glyphHeight);
            x += glyphWidth;
            if (x == offsetX + glyphsPerRow * 50)
            {
                x = offsetX;
                y += 50;
            }
        }
    }
 public void drawSprite(float x, float y, float width, float height, float angle, TextureRegion region) 
 {
     drawSprite(x, y, width, height, angle, 0, 0, region);
     
 }
Beispiel #5
0
        public void drawSprite(float x, float y, float width, float height, float angle, float px, float py, TextureRegion region)
        {
            float sx = width / (region.rectangle.Width);
            float sy = -height / (region.rectangle.Height);

            //y =- y;
            //py = -py;
            // height = -height;
            //TerVel.Main.spriteBatch.Draw(region.texhold.tex, new Vector2(x,y), region.rectangle, Color.White, angle * -0.0174533F, new Vector2(width/2+px,-height/2+py), new Vector2(sx, sy), SpriteEffects.None, 0);
            //Vector2 scale= new Vector2(sx,sy);
            if (sx < 0)
            {
                sx = sx * -1;
                Vector2 scale    = new Vector2(sx, sy);
                Vector2 origin   = new Vector2((width / 2 + px) / sx, -(height / 2 + py) / (sy));
                Vector2 position = new Vector2(x, y);
                TerVel.Main.spriteBatch.Draw(region.texhold.tex, position, region.rectangle, Assets.color, angle * 0.0174533F, origin, scale, SpriteEffects.FlipHorizontally, 0);
            }
            else
            {
                Vector2 scale    = new Vector2(sx, sy);
                Vector2 origin   = new Vector2((width / 2 + px) / sx, -(height / 2 + py) / (sy));
                Vector2 position = new Vector2(x, y);

                TerVel.Main.spriteBatch.Draw(region.texhold.tex, position, region.rectangle, Assets.color, angle * 0.0174533F, origin, scale, SpriteEffects.None, 0);
            }
        }
Beispiel #6
0
 public void drawSprite(float x, float y, float width, float height, float angle, TextureRegion region)
 {
     drawSprite(x, y, width, height, angle, 0, 0, region);
 }
Beispiel #7
0
        public static void bgload()
        {



            texcount = 0;
            texregcount = 0;
            fontcount = 0;
            loaderparser.loadindex("asset.items");
            Settings.soundvolume = .7f;
            Settings.musicvolume = .3f;


            //////////////////////////////////////////////////////////////

            textures = new Texture[TextureNames.Count];
            textureregions = new TextureRegion[TextureRegionNames.size()];
            sounds = new Sound[SoundNames.Count];
            music = new Music[MusicNames.Count];
            fonts = new FontExtension[2];
            music[Settings.musicindex] = new Music(MusicNames[Settings.musicindex]);
            music[Settings.musicindex].setLooping(true);
            music[Settings.musicindex].setVolume(Settings.musicvolume);

            if (Settings.musicEnabled)
            { music[Settings.musicindex].play();
            isMusicPlaying = true;
            }


            adjustvolume(Settings.musicvolume, 1);
            adjustvolume(Settings.soundvolume, 0);


            //load all textures reported by pack files/////////////
            int i = 0;
            while (i < TextureNames.Count)
            {
                textures[i] = new Texture(TextureNames[i]);
                i++;
            }
            Assets.loaderp = 60;
            i = 0;
            ///////////////////////////////Load fonts//////////////////////////////////
            while (i < 2)
            {
                string[] s = { "font1", "font2" };
                int[] w = { 50, 50, 50, 50 };
                int x = TexturRegionName.x[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 9;
                int y = TexturRegionName.y[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 11;
                fonts[i]=new FontExtension(textures[TextureNames.IndexOf(FontNames[0])],x,y,16,w[i],w[i+2]);
                i++;
            }
            i = 0;
            Assets.loaderp = 65;
            //////////////load all textures regions reported by pack files////////////////
            while (i < TexturRegionName.texturename.Count)
            {
                int x, y, w, h;
                x = TexturRegionName.x[i];
                y = TexturRegionName.y[i];
                w = TexturRegionName.sizex[i];
                h = TexturRegionName.sizey[i];
                textureregions[i] = new TextureRegion(gettexture(TexturRegionName.texturename[i]), x, y, w, h);
                i++;
                Assets.loaderp = 65 + 30 * (i * 100 / TexturRegionName.texturename.Count) / 100;
            } i = 0;
            Assets.loaderp = 95;
            ///////////////load all sounds reported by pack files/////////////////////////
            sounds[0] = new Sound(SoundNames[0]);
            sounds[1] = new Sound(SoundNames[2]);
            sounds[2] = new Sound(SoundNames[1]);

            /*/
             while(i<SoundNames.size())
    	 
           { sounds[i] = new Sound(SoundNames(i));
           i++;
           }
           //*/
            Assets.loaderp = 100;
            //////////////////////////////////////////Load all Patterns/////////////////////////////

        }
Beispiel #8
0
        public static void bgload()
        {
            texcount    = 0;
            texregcount = 0;
            fontcount   = 0;
            loaderparser.loadindex("asset.items");
            Settings.soundvolume = .7f;
            Settings.musicvolume = .3f;


            //////////////////////////////////////////////////////////////

            textures                   = new Texture[TextureNames.Count];
            textureregions             = new TextureRegion[TextureRegionNames.size()];
            sounds                     = new Sound[SoundNames.Count];
            music                      = new Music[MusicNames.Count];
            fonts                      = new FontExtension[2];
            music[Settings.musicindex] = new Music(MusicNames[Settings.musicindex]);
            music[Settings.musicindex].setLooping(true);
            music[Settings.musicindex].setVolume(Settings.musicvolume);

            if (Settings.musicEnabled)
            {
                music[Settings.musicindex].play();
                isMusicPlaying = true;
            }


            adjustvolume(Settings.musicvolume, 1);
            adjustvolume(Settings.soundvolume, 0);


            //load all textures reported by pack files/////////////
            int i = 0;

            while (i < TextureNames.Count)
            {
                textures[i] = new Texture(TextureNames[i]);
                i++;
            }
            Assets.loaderp = 60;
            i = 0;
            ///////////////////////////////Load fonts//////////////////////////////////
            while (i < 2)
            {
                string[] s = { "font1", "font2" };
                int[]    w = { 50, 50, 50, 50 };
                int      x = TexturRegionName.x[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 9;
                int      y = TexturRegionName.y[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 11;
                fonts[i] = new FontExtension(textures[TextureNames.IndexOf(FontNames[0])], x, y, 16, w[i], w[i + 2]);
                i++;
            }
            i = 0;
            Assets.loaderp = 65;
            //////////////load all textures regions reported by pack files////////////////
            while (i < TexturRegionName.texturename.Count)
            {
                int x, y, w, h;
                x = TexturRegionName.x[i];
                y = TexturRegionName.y[i];
                w = TexturRegionName.sizex[i];
                h = TexturRegionName.sizey[i];
                textureregions[i] = new TextureRegion(gettexture(TexturRegionName.texturename[i]), x, y, w, h);
                i++;
                Assets.loaderp = 65 + 30 * (i * 100 / TexturRegionName.texturename.Count) / 100;
            }
            i = 0;
            Assets.loaderp = 95;
            ///////////////load all sounds reported by pack files/////////////////////////
            sounds[0] = new Sound(SoundNames[0]);
            sounds[1] = new Sound(SoundNames[2]);
            sounds[2] = new Sound(SoundNames[1]);

            /*/
             * while(i<SoundNames.size())
             *
             * { sounds[i] = new Sound(SoundNames(i));
             * i++;
             * }
             * //*/
            Assets.loaderp = 100;
            //////////////////////////////////////////Load all Patterns/////////////////////////////
        }