public CollisionManager(PerfectExplosionManager perfectManager, GoodExplosionManager goodManager, BadExplosionManager badManager, ExplosionManager goldGetManager,
            ScoreManager scoreManager, MemberManager memberManager, ItemManager itemManager,
            PerfectBannerManager perfectBannerManager, GoodBannerManager goodBannerManager, BadBannerManager badBannerManager, MissBannerManager missBannerManager, Vector2 sizeScreen,
            ComboNumberManager comboNumberManager, CharismaManager charismaManager, DragNoteManager dragNoteManager)
        {
            this.perfectManager = perfectManager;
            this.goodManager = goodManager;
            this.badManager = badManager;
            this.goldGetManager = goldGetManager;

            this.perfectBannerManager = perfectBannerManager;
            this.goodBannerManager = goodBannerManager;
            this.badBannerManager = badBannerManager;
            this.missBannerManager = missBannerManager;
            
            this.comboNumberManager = comboNumberManager;

            this.scoreManager = scoreManager;

            this.charismaManager = charismaManager;

            //화면사이즈
            this.sizeScreen = sizeScreen;
            this.memberManager = memberManager;
            this.itemManager = itemManager;

            this.dragNoteManager = dragNoteManager;

        
            this.perfectLocation = new Vector2(sizeScreen.X / 2 - (perfectSize.X * perfectBannerScale) / 2, sizeScreen.Y / 2 - (perfectSize.Y * perfectBannerScale) / 2);


            this.goodLocation = new Vector2(sizeScreen.X / 2 - (goodSize.X * goodBannerScale) / 2, sizeScreen.Y / 2 - (goodSize.Y * goodBannerScale) / 2);


            this.badLocation = new Vector2(sizeScreen.X / 2 - (badSize.X * badBannerScale) / 2, sizeScreen.Y / 2 - (badSize.Y * badBannerScale) / 2);


            this.missLocation = new Vector2(sizeScreen.X / 2 - (missSize.X * missBannerScale) / 2, sizeScreen.Y / 2 - (missSize.Y * missBannerScale) / 2);


            //this.goodLocation = new Vector2(sizeScreen.X / 2 - 170, sizeScreen.Y / 2 - 30);
            
          
            //this.badLocation = new Vector2(sizeScreen.X / 2 - 130, sizeScreen.Y / 2 - 30);


            //this.missLocation = new Vector2(sizeScreen.X / 2 - 100, sizeScreen.Y / 2 );

           
            
            this.comboLocation = new Vector2(sizeScreen.X / 2 , sizeScreen.Y / 2 + 40);
          //  this.goodComboLocation = new Vector2(sizeScreen.X / 2, sizeScreen.Y / 2 + 60);
        }
Beispiel #2
0
        /// <summary>
        /// ///////////////////////////////////////////////////////////////
        /// </summary>
        /// <param name="startNoteManager"></param>
        /// <param name="noteFileManager"></param>
        /// <param name="badManager"></param>
        /// <param name="scoreManager"></param>
        #endregion
        
        #region constructor

        public File(StartNoteManager startNoteManager, NoteFileManager noteFileManager, CollisionManager collisionManager, ScoreManager scoreManager, ItemManager itemManager, CurveManager curveManager, GuideLineManager guideLineManager, CharismaManager charismaManager)       
        {

             this.startNoteManager = startNoteManager;
             this.noteFileManager = noteFileManager;
             currentRightNoteIndex = 0;
             playTimeSpan = TimeSpan.Zero;
             this.collisionManager = collisionManager;
             this.scoreManager = scoreManager;
             this.endFile = false;
             this.itemManager = itemManager;

             this.curveManager = curveManager;
             this.guideLineManager = guideLineManager;

             this.charismaManager = charismaManager;

             newNote = true;
        }
Beispiel #3
0
        /// <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);


#if Debug
        blackRect= Content.Load<Texture2D>(@"Textures\darkBackground");
#endif
            goldPlusEffect10 = Content.Load<Texture2D>(@"ui\goldPlus10");
            goldPlusEffect15 = Content.Load<Texture2D>(@"ui\goldPlus15");

            lifePlusEffect10 = Content.Load<Texture2D>(@"ui\lifePlus10");
            lifePlusEffect15 = Content.Load<Texture2D>(@"ui\lifePlus15");

            darkBackgroundImage = Content.Load<Texture2D>(@"Textures\darkBackground");
            go_back = Content.Load<Texture2D>(@"ui\go_back");
            go_front = Content.Load<Texture2D>(@"ui\go_front");

            //이거 없으면 STARTNOTE TEXTURE가 NULL이라 위치값을 잘못 줄때가 있다.
            spriteSheet = Content.Load<Texture2D>(@"ui\SpriteSheet8");
     
            backJesture = Content.Load<Texture2D>(@"game1\backJesture");
            backJestureManager = new BackJestureManager(backJesture, new Rectangle(0, 0, 204, 204), 10, new Vector2(800, 500));

       
           //타이틀화면
            menuScene = new MenuScene();
            menuScene.LoadContent(Content);

            uiEnergyBackground = Content.Load<Texture2D>(@"ui\uiEnergyBackground");
            energyDarkBack = Content.Load<Texture2D>(@"ui\energyDarkBack");

            processBar = Content.Load<Texture2D>(@"ui\processBar");
            processMark = Content.Load<Texture2D>(@"ui\processMark");

            //아이템관리
            //startnotemanager 생성보다 앞에 있어야 한다.
            itemManager = new ItemManager();
            itemManager.LoadContent(Content);
            itemManager.Init();

            loadingScene = new LoadingScene();
            //loadingScene.LoadContent(Content);


            //게임중 점수관리
            scoreManager = new ScoreManager();

            //상점 대문2
            shopDoor = new ShopDoor(scoreManager);
            shopDoor.LoadContent(Content);
            
            //점수 기록 (TO FILE)
            reportManager = new ReportManager(scoreManager);


            /////아이템 상점 -START
            rightItemShop = new RightItemShop(itemManager,  scoreManager, reportManager);
            rightItemShop.LoadContent(Content);

            leftItemShop = new LeftItemShop(itemManager, scoreManager, reportManager);
            leftItemShop.LoadContent(Content);

            effectItemShop = new EffectItemShop(itemManager, scoreManager, reportManager);
            effectItemShop.LoadContent(Content);
            
            noteItemShop = new NoteItemShop(itemManager, scoreManager, reportManager);
            noteItemShop.LoadContent(Content);

            backgroundItemShop = new BackgroundItemShop(itemManager, scoreManager, reportManager);
            backgroundItemShop.LoadContent(Content);
            /////아이템 상점 -START

            //연주자
            memberManager = new MemberManager(scoreManager);
            memberManager.LoadContent(Content);
            memberManager.init();

            /////텍스쳐 로드 -START
            //배경
            //playBackgroud1 = Content.Load<Texture2D>(@"background\ConcertHall_3");
            //playBackgroud2 = Content.Load<Texture2D>(@"background\crosswalk3");
            
            
            //노트,마커
           // spriteSheet = Content.Load<Texture2D>(@"Textures\SpriteSheet8");
            
            //드래그 노트
           // heart = Content.Load<Texture2D>(@"Textures\heart");
           
            //진행상황
            //uiBackground = Content.Load<Texture2D>(@"ui\background");
            energy = Content.Load<Texture2D>(@"ui\energy");

            //골드 업어
            getGold = Content.Load<Texture2D>(@"gold\getGold");
            //폰트
            georgia = Content.Load<SpriteFont>(@"Fonts\Georgia");

            
            //perfect,good,bad,miss 판정 배너 
            perfectBanner = Content.Load<Texture2D>(@"judgement\perfect");

            goodBanner = Content.Load<Texture2D>(@"judgement\good");

            badBanner = Content.Load<Texture2D>(@"judgement\bad");

            missBanner = Content.Load<Texture2D>(@"judgement\miss");


            noPerson = Content.Load<Texture2D>(@"game1\noperson");



            rightHandTextures = itemManager.GetRightHandTexture();
            leftHandTextures = itemManager.GetLeftHandTexture();
            
            
            //드래그 노트 셀떄

            one = Content.Load<Texture2D>(@"ui\one");
            two = Content.Load<Texture2D>(@"ui\two");
            three = Content.Load<Texture2D>(@"ui\three");


            previousButton = Content.Load<Texture2D>(@"game1\previousButton");
            hoverPreviousButton = Content.Load<Texture2D>(@"game1\hoverPrevious");
            

            nextButton = Content.Load<Texture2D>(@"game1\nextButton");
            hoverNextButton = Content.Load<Texture2D>(@"game1\hoverNextButton");

            loadingForAngle = Content.Load<Texture2D>(@"ui\LoadingKinect");
            //   charisma1 = Content.Load<Texture2D>(@"shopdoor\nogold");
            /////텍스쳐 로드 -END

         

            /////////////////드래그 라인 관련
            

            //드래그 라인
         //   drawLineNote1 = Content.Load<Texture2D>(@"DrawLine\drawLineNote1");

            //드래그 라인 마커점
            drawLineMarker = Content.Load<Texture2D>(@"DrawLine\drawLineMark");
            

            gold = Content.Load<Texture2D>(@"gold\gold");
            menuGold = Content.Load<Texture2D>(@"game1\menuGold");
           
            levelTexture = Content.Load<Texture2D>(@"game1\level");


            //로드하고, 기본적으로 넣어줌
            itemManager.LoadFileItem();

                   
            //현재 장착한 이펙트의 인덱스를 전체 베이스에 찾음
            int effectIndex = itemManager.getEffectIndex();

     
            //콤보 숫자
            comboNumberManager = new ComboNumberManager();
            comboNumberManager.LoadContent(Content);

            //***결과화면 숫자
            //resultNumberManager = new ResultNumberManager();
           // resultNumberManager.LoadContent(Content);

            tutorialScene = new TutorialScene();
            tutorialScene.Load(Content);
              

            //드래그 라인 렌더링
            dragLineRenderer = new LineRenderer();


            //드래그 라인 안의 마커점의 렌더링 
            dragLineMarkerRenderer = new LineRenderer();

            //드래그라인 
            curveManager = new CurveManager(dragLineRenderer, dragLineMarkerRenderer,dragNoteManager,itemManager);

            //가이드 라인 렌더링

            guideLineRenderer = new LineRenderer();

            //가이드 라인 
            guideLineManager = new GuideLineManager(guideLineRenderer);

            //텍스쳐 크기
            ///////이펙트 생성 -START
            

            //폭발 효과
            perfectManager = new PerfectExplosionManager();
            perfectManager.ExplosionInit(itemManager.GetEffectTexture()[effectIndex], itemManager.GetEffectInitFrame()[effectIndex], itemManager.GetEffectFrameCount()[effectIndex], itemManager.GetEffectScale()[effectIndex], itemManager.GetEffectDulation()[effectIndex]);

            goodManager = new GoodExplosionManager();
            goodManager.ExplosionInit(itemManager.GetGoodEffectTexture()[effectIndex], itemManager.GetEffectInitFrame()[effectIndex], itemManager.GetEffectFrameCount()[effectIndex], itemManager.GetEffectScale()[effectIndex], itemManager.GetEffectDulation()[effectIndex]);

            badManager = new BadExplosionManager();
            badManager.ExplosionInit(itemManager.GetBadEffectTexture()[effectIndex], itemManager.GetEffectInitFrame()[effectIndex], itemManager.GetEffectFrameCount()[effectIndex], itemManager.GetEffectScale()[effectIndex], itemManager.GetEffectDulation()[effectIndex]);


            //판정 글씨 나타내기 
            perfectBannerManager = new PerfectBannerManager();
            perfectBannerManager.BannerInit(perfectBanner,new Rectangle(0,0,1380,428),/*sprite로 바꾸면 frameCount바꾸기*/1,0.5f,30);


            goodBannerManager = new GoodBannerManager();
            goodBannerManager.BannerInit(goodBanner, new Rectangle(0, 0, 1020, 368),/*sprite로 바꾸면 frameCount바꾸기*/1, 0.5f, 30);


            badBannerManager = new BadBannerManager();
            badBannerManager.BannerInit(badBanner, new Rectangle(0, 0, 782, 400),/*sprite로 바꾸면 frameCount바꾸기*/1, 0.7f, 30);

            missBannerManager = new MissBannerManager();
            missBannerManager.BannerInit(missBanner, new Rectangle(0, 0, 975, 412),/*sprite로 바꾸면 frameCount바꾸기*/1, 0.5f,30);


      

            //일단은 miss effect로
            goldGetManager = new ExplosionManager();
            goldGetManager.ExplosionInit(getGold,new Rectangle(0,0,200,200), 5, 1.0f, 40);

            ///////이펙트 생성 -END
       
            //시작 노트 관리 생성    
            //여기에 들어가는 텍스쳐가 노트의 텍스쳐가 된다.
            //상점의 텍스쳐가 들어가야 한다. 


            startNoteManager = new StartNoteManager(
                spriteSheet,
                new Rectangle(0, 200, 52, 55),
                1);


            //첫 마커 위치   
            //마커 위치 처음 시작은 일단 마커매니저의 제일 0번째 것으로 시작
            Vector2[] initMarkLocation = MarkManager.GetPattern(0);

        //    removeAreaRec = MarkManager.GetRemoveArea(0);

            //마크 관리 초기화 (STATIC)
            //***시작시 마커 위치에 관한 사항 결정 못함.  
            MarkManager.initialize(
                spriteSheet,
                new Rectangle(0, 200, 50, 55),
                1,
                initMarkLocation[0],
                initMarkLocation[1],
                initMarkLocation[2],
                initMarkLocation[3],
                initMarkLocation[4],
                initMarkLocation[5],
                startNoteManager
                
                );

            //카리스마 매니저
            charismaManager = new CharismaManager();
            charismaManager.LoadContent(Content);

          

            //드래그노트 초기화
            //이것은 노트 안에서 움직이는 마커점
            dragNoteManager = new DragNoteManager(
                 drawLineMarker,
                 itemManager.GetDragNoteBackground()[itemManager.getNoteIndex()],
                 new Rectangle(0, 0, 100, 100),
                 1,
                 15,
                 0,
                 missBannerManager,
                 scoreManager);



            //충돌관리 생성
            collisionManager = new CollisionManager(perfectManager, goodManager, badManager, goldGetManager, scoreManager, memberManager,/*effect크기*/itemManager,perfectBannerManager,goodBannerManager,badBannerManager,missBannerManager,new Vector2(this.Window.ClientBounds.Width,this.Window.ClientBounds.Height),comboNumberManager,charismaManager,dragNoteManager);
            
            //노트정보 관리 생성
            noteFileManager = new NoteFileManager();
            //드래그 라인 렌더링
            dragLineRenderer = new LineRenderer();

            dragLineMarkerRenderer = new LineRenderer();
            //드래그라인 
            curveManager = new CurveManager(dragLineRenderer, dragLineMarkerRenderer, dragNoteManager,itemManager);

          

        //    photoManager = new PhotoManager();
        //    photoManager.LoadContent(Content);


            //노트파일 읽기 관리 생성
            file = new File(startNoteManager, noteFileManager, collisionManager, scoreManager, itemManager, curveManager, guideLineManager, charismaManager);

            SoundFmod.initialize(file);
            //곡선택화면 곡 불러오는 폴더 
          
            //노래폴더 만들기 위해서 테스트
           // String songFile = System.Environment.CurrentDirectory+"\\beethovenSong\\song.txt";
            String dir = System.Environment.CurrentDirectory + "\\beethovenSong";

            DirectoryInfo di = new DirectoryInfo(dir);
            if (di.Exists == false)
            {
                di.Create();
            }
            
           
            //기록 만들기 위해서 테스트
          //  String songRecordFile = System.Environment.CurrentDirectory + "\\beethovenRecord\\song.txt";
            String songRecorddir = System.Environment.CurrentDirectory + "\\beethovenRecord";

            DirectoryInfo diRecord = new DirectoryInfo(songRecorddir);
            if (diRecord.Exists == false)
            {
                diRecord.Create();
            }
            


            
            //사진 폴더  위해서 테스트
            //String picFile = System.Environment.CurrentDirectory + "\\beethovenRecord\\userPicture\\song.txt";
            String picddir = System.Environment.CurrentDirectory + "\\beethovenRecord\\userPicture";
            String defaultPicture = System.Environment.CurrentDirectory + "\\No_Image.png";


            DirectoryInfo diPic = new DirectoryInfo(picddir);
            if (diPic.Exists == false)
            {
                diPic.Create();
                FileInfo fileInfo = new FileInfo(defaultPicture);
                fileInfo.CopyTo(System.Environment.CurrentDirectory + "\\beethovenRecord\\UserPicture\\No_Image.png");
            
            }
            
            
                      

            //곡을 불러오기
            file.FileLoading(dir, "*.mnf");
            
            ////드래그노트 초기화
            ////이것은 노트 안에서 움직이는 마커점
            //dragNoteManager = new DragNoteManager(
            //     drawLineMarker,
            //     new Rectangle(0, 0, 100, 100),
            //     1,
            //     15,
            //     0,
            //     missBannerManager,
            //     scoreManager);

            //골드 초기화
            //크기 0.3
            GoldManager.initialize(
                gold,
                new Rectangle(0, 0, 200, 200),
                1,
                70,
                0,
                0.3f);
            
            
            //***
           

            
            resultManager = new ResultManager(scoreManager);
            resultManager.LoadContent(Content);



            //점수기록판 화면
            recordBoard = new RecordBoard();
            recordBoard.LoadContent(Content);

#if Kinect
            settingBoard = new SettingBoard(this);
            settingBoard.LoadContent(Content);
#endif

            showPictureScene = new ShowPictureScene();
            showPictureScene.LoadContent(Content);

            

            songMenu = new SongMenu(noteFileManager, reportManager);
            songMenu.Load(Content, graphics.GraphicsDevice);




            //LOAD REPORT SCORE FILE
            //점수기록판을 로드해서 게임에 올린다. 

            reportManager.LoadReport();

            //골드를 로드해서 게임에 올린다. 
            reportManager.LoadGoldFromFile();

            currentSongName = "";
           
           // itemManager.LoadFileItem();
#if Kinect
          
        //    messageFont = Content.Load<SpriteFont>("MessageFont");
            setupKinect();

            /*제스쳐 인식인데 
             전체 구간에서 계속 실행 된다. 
             *이것이 다른것에 영향을 줄 수도 있다. 
             */
            activeRecognizer = CreateRecognizer();

            //!!! 페이스 인식, 디버깅 시에 잠시 

#if StartDetact
            settingBoard.LoadCheckFile();
            if(settingBoard.CheckFaceDetact)
            {
                //0 각도 재야함 // 1 각도 잴필요없음 //2 끝남 
                loadingTime = 0;

                ts4 = new ThreadStart(FaceDetect);
                th4 = new Thread(ts4);
                th4.Start();
            }

#endif


#endif
            playingPictures = new Queue();
            showPictureTextures = new Texture2D[5];

            metronomes = new Texture2D[8];
            metronomes[0] = Content.Load<Texture2D>(@"metronome\metronome0");
            metronomes[1] = Content.Load<Texture2D>(@"metronome\metronome1");
            metronomes[2] = Content.Load<Texture2D>(@"metronome\metronome2");
            metronomes[3] = Content.Load<Texture2D>(@"metronome\metronome3");
            metronomes[4] = Content.Load<Texture2D>(@"metronome\metronome4");
            metronomes[5] = Content.Load<Texture2D>(@"metronome\metronome5");
            metronomes[6] = Content.Load<Texture2D>(@"metronome\metronome6");
            metronomes[7] = Content.Load<Texture2D>(@"metronome\metronome7");
        }