Ejemplo n.º 1
0
        /// <summary>
        /// Initialize
        /// </summary>
        /// <returns>True if successful.</returns>
        public bool Initialize()
        {
            if (MUSIC_SYNC_ENABLED)
            {
                Cursor.visible = false;
            }

            RB.MusicSetup(0, "Demos/DemoReel/Music/Starter8bitDub");
            MusicPlay();

            mScenes.Add(new SceneGameLoop());
            mScenes.Add(new SceneDrawing());
            mScenes.Add(new SceneText());
            mScenes.Add(new SceneClipOffscreen());
            mScenes.Add(new SceneTilemap());
            mScenes.Add(new SceneTMXProps());
            mScenes.Add(new SceneInfiniteMap());
            mScenes.Add(new SceneSpriteSheetDraw());
            mScenes.Add(new SceneSpritepack());
            mScenes.Add(new SceneEase());
            mScenes.Add(new SceneShader());
            mScenes.Add(new ScenePixelStyle(RB.PixelStyle.Wide));
            mScenes.Add(new ScenePixelStyle(RB.PixelStyle.Tall));
            mScenes.Add(new SceneSound());
            mScenes.Add(new SceneInput());
            mScenes.Add(new SceneEffects(RB.Effect.Scanlines));
            mScenes.Add(new SceneEffects(RB.Effect.Noise));
            mScenes.Add(new SceneEffects(RB.Effect.Desaturation));
            mScenes.Add(new SceneEffects(RB.Effect.Curvature));
            mScenes.Add(new SceneEffects(RB.Effect.Slide));
            mScenes.Add(new SceneEffects(RB.Effect.Wipe));
            mScenes.Add(new SceneEffects(RB.Effect.Shake));
            mScenes.Add(new SceneEffects(RB.Effect.Zoom));
            mScenes.Add(new SceneEffects(RB.Effect.Rotation));
            mScenes.Add(new SceneEffects(RB.Effect.ColorFade));
            mScenes.Add(new SceneEffects(RB.Effect.ColorTint));
            mScenes.Add(new SceneEffects(RB.Effect.Negative));
            mScenes.Add(new SceneEffects(RB.Effect.Pixelate));
            mScenes.Add(new SceneEffects(RB.Effect.Pinhole));
            mScenes.Add(new SceneEffects(RB.Effect.InvertedPinhole));
            mScenes.Add(new SceneEffects(RB.Effect.Fizzle));
            mScenes.Add(new SceneEffectShader());
            mScenes.Add(new SceneEffectApply());

            mCurrentScene = 0;
            mScenes[mCurrentScene].Enter();

            return(true);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Initialize
        /// </summary>
        /// <returns>True if successful</returns>
        public bool Initialize()
        {
            RB.SpriteSheetSetup(SPRITESHEET_SPRITES, "Demos/SuperFlagRun/Sprites", new Vector2i(16, 16));
            RB.SpriteSheetSetup(SPRITESHEET_TITLE, "Demos/SuperFlagRun/SpritesTitle", new Vector2i(16, 16));
            RB.SpriteSheetSetup(SPRITESHEET_TERRAIN, "Demos/SuperFlagRun/TilemapTerrain", new Vector2i(16, 16));
            RB.SpriteSheetSetup(SPRITESHEET_DECO, "Demos/SuperFlagRun/TilemapDeco", new Vector2i(16, 16));

            RB.SpriteSheetSet(SPRITESHEET_SPRITES);

            RB.FontSetup(GAME_FONT, 'A', 'Z', new Vector2i(0, 130), 0, new Vector2i(12, 12), 6, 1, -1, false);

            if (!LoadMap())
            {
                return(false);
            }

            RB.SoundSetup(SOUND_JUMP, "Demos/SuperFlagRun/Jump");
            RB.SoundSetup(SOUND_PICKUP_FLAG, "Demos/SuperFlagRun/Pickup");
            RB.SoundSetup(SOUND_DROP_FLAG, "Demos/SuperFlagRun/DropFlag");
            RB.SoundSetup(SOUND_START_GAME, "Demos/SuperFlagRun/StartGame");
            RB.SoundSetup(SOUND_FOOT_STEP, "Demos/SuperFlagRun/FootStep");

            RB.MusicSetup(0, "Demos/SuperFlagRun/Music/GoLucky");
            RB.MusicVolumeSet(0.5f);
            RB.MusicPlay(0);

            SceneTitle scene = new SceneTitle();

            scene.Initialize();

            SwitchScene(scene);

            RB.EffectSet(RB.Effect.Scanlines, 0.25f);
            RB.EffectSet(RB.Effect.Noise, 0.05f);

            if (!mStandalone)
            {
                RB.PresentDisable();
            }

            return(true);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Initialize your game here.
        /// </summary>
        /// <returns>Return true if successful</returns>
        public bool Initialize()
        {
            // You can load a spritesheet here
            RB.SpriteSheetSetup(0, "Demos/BrickBust/Sprites", new Vector2i(10, 10));
            RB.SpriteSheetSet(0);

            mMainMenu = new MainMenu();

            RB.EffectSet(RB.Effect.Scanlines, 0.2f);
            RB.EffectSet(RB.Effect.Noise, 0.01f);

            RB.ShaderSetup(C.SHADER_SHADOW, "Demos/BrickBust/DrawShaderShadow");
            RB.ShaderSpriteSheetTextureSet(C.SHADER_SHADOW, "_SpritesTexture", 0);

            RB.SoundSetup(C.SOUND_HIT_BRICK, "Demos/BrickBust/Sounds/hit");
            RB.SoundSetup(C.SOUND_HIT_WALL, "Demos/BrickBust/Sounds/hit2");
            RB.SoundSetup(C.SOUND_EXPLODE, "Demos/BrickBust/Sounds/explode");
            RB.SoundSetup(C.SOUND_DEATH, "Demos/BrickBust/Sounds/death");
            RB.SoundSetup(C.SOUND_START, "Demos/BrickBust/Sounds/start");
            RB.SoundSetup(C.SOUND_POWERUP, "Demos/BrickBust/Sounds/powerup");
            RB.SoundSetup(C.SOUND_LASERSHOT, "Demos/BrickBust/Sounds/lasershot");
            RB.SoundSetup(C.SOUND_LASERHIT, "Demos/BrickBust/Sounds/laserhit");

            RB.MusicSetup(C.MENU_MUSIC, "Demos/BrickBust/Music/BossFight");
            RB.MusicSetup(C.LEVEL_MUSIC, "Demos/BrickBust/Music/Stage2");

            RB.MusicVolumeSet(0.4f);

            LevelDef.Initialize();

            ChangeState(GameState.MAIN_MENU);

            if (UnityEngine.Application.isMobilePlatform)
            {
                C.ACTION_VERB = "TAP";
            }

            return(true);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Initialize your game here.
        /// </summary>
        /// <returns>Return true if successful</returns>
        public bool Initialize()
        {
            // You can load a spritesheet here
            RB.SpriteSheetSetup(0, "Demos/RetroDungeoneer/SpritePack", new Vector2i(16, 16));
            RB.SpriteSheetSet(0);

            var fontSprite = RB.PackedSpriteGet(S.FONT_RETROBLIT_DROPSHADOW);
            var fontPos    = new Vector2i(fontSprite.SourceRect.x + 1, fontSprite.SourceRect.y + 1);

            RB.FontSetup(C.FONT_RETROBLIT_DROPSHADOW, '!', (char)((int)'~' + 8), fontPos, 0, new Vector2i(6, 7), ((int)'~' + 8) - (int)'!' + 1, 1, 1, false);

            RB.MusicSetup(C.MUSIC_MAIN_MENU, "Demos/RetroDungeoneer/Music/ReturnToNowhere");
            RB.MusicSetup(C.MUSIC_GAME, "Demos/RetroDungeoneer/Music/DungeonAmbience");
            RB.MusicSetup(C.MUSIC_DEATH, "Demos/RetroDungeoneer/Music/DeathPiano");
            RB.MusicSetup(C.MUSIC_FOREST, "Demos/RetroDungeoneer/Music/ForestAmbience");

            RB.SoundSetup(C.SOUND_MONSTER_DEATH, "Demos/RetroDungeoneer/Sounds/MonsterDeath");
            RB.SoundSetup(C.SOUND_PLAYER_DEATH, "Demos/RetroDungeoneer/Sounds/PlayerDeath");
            RB.SoundSetup(C.SOUND_FOOT_STEP, "Demos/RetroDungeoneer/Sounds/FootStep");
            RB.SoundSetup(C.SOUND_MONSTER_ATTACK, "Demos/RetroDungeoneer/Sounds/MonsterAttack");
            RB.SoundSetup(C.SOUND_PLAYER_ATTACK, "Demos/RetroDungeoneer/Sounds/PlayerAttack");
            RB.SoundSetup(C.SOUND_INVENTORY, "Demos/RetroDungeoneer/Sounds/Inventory");
            RB.SoundSetup(C.SOUND_DRINK, "Demos/RetroDungeoneer/Sounds/Drink");
            RB.SoundSetup(C.SOUND_MENU_OPEN, "Demos/RetroDungeoneer/Sounds/MenuOpen");
            RB.SoundSetup(C.SOUND_MENU_CLOSE, "Demos/RetroDungeoneer/Sounds/MenuClose");
            RB.SoundSetup(C.SOUND_STAIRS, "Demos/RetroDungeoneer/Sounds/Stairs");
            RB.SoundSetup(C.SOUND_POINTER_SELECT, "Demos/RetroDungeoneer/Sounds/PointerSelect");
            RB.SoundSetup(C.SOUND_SELECT_OPTION, "Demos/RetroDungeoneer/Sounds/SelectOption");
            RB.SoundSetup(C.SOUND_LEVEL_UP, "Demos/RetroDungeoneer/Sounds/LevelUp");
            RB.SoundSetup(C.SOUND_FIREBALL, "Demos/RetroDungeoneer/Sounds/Fireball");
            RB.SoundSetup(C.SOUND_LIGHTNING, "Demos/RetroDungeoneer/Sounds/Lightning");
            RB.SoundSetup(C.SOUND_CONFUSE, "Demos/RetroDungeoneer/Sounds/Confuse");
            RB.SoundSetup(C.SOUND_CHEAT, "Demos/RetroDungeoneer/Sounds/CheatMode");
            RB.SoundSetup(C.SOUND_AGGRO1, "Demos/RetroDungeoneer/Sounds/Aggro1");
            RB.SoundSetup(C.SOUND_AGGRO2, "Demos/RetroDungeoneer/Sounds/Aggro2");
            RB.SoundSetup(C.SOUND_PLAYER_FALL_YELL, "Demos/RetroDungeoneer/Sounds/PlayerFallYell");
            RB.SoundSetup(C.SOUND_PORTAL, "Demos/RetroDungeoneer/Sounds/Portal");
            RB.SoundSetup(C.SOUND_JUMP, "Demos/RetroDungeoneer/Sounds/Jump");
            RB.SoundSetup(C.SOUND_BOW_SHOOT, "Demos/RetroDungeoneer/Sounds/BowShoot");
            RB.SoundSetup(C.SOUND_BOW_HIT, "Demos/RetroDungeoneer/Sounds/BowHit");
            RB.SoundSetup(C.SOUND_WEB, "Demos/RetroDungeoneer/Sounds/Web");
            RB.SoundSetup(C.SOUND_TELEPORT, "Demos/RetroDungeoneer/Sounds/Teleport");
            RB.SoundSetup(C.SOUND_SLIME, "Demos/RetroDungeoneer/Sounds/Slime");

            RB.ShaderSetup(C.SHADER_VIGNETTE, "Demos/RetroDungeoneer/DrawVignette");

            RB.EffectSet(RB.Effect.Scanlines, 0.5f);

            EntityFunctions.Initialize();
            S.InitializeAnims();

            InitializeNewGame.InitializeConstants();

            RenderFunctions.Initialize();

            mSceneGame     = new SceneGame();
            mSceneMainMenu = new SceneMainMenu();
            mSceneMessage  = new SceneMessage();

            // Generate tile grid, this is a one time operation, we can keep reusing the grid
            var gridColor = Color.white;

            for (int x = 0; x < RB.MapSize.width; x++)
            {
                for (int y = 0; y < RB.MapSize.height; y++)
                {
                    RB.MapSpriteSet(C.LAYER_GRID, new Vector2i(x, y), S.GRID, gridColor);
                }
            }

            ChangeScene(SceneEnum.MAIN_MENU);

            // Collect any garbage created during initilization to avoid a performance hiccup later.
            System.GC.Collect();

            return(true);
        }