/// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            #if WINDOWS_PHONE
            viewportSize = new Vector2(640, 480);
            PhoneScale = 0.8f;
            #endif

            graphics.PreferredBackBufferWidth = (int)viewportSize.X;
            graphics.PreferredBackBufferHeight = (int)viewportSize.Y;

            IsMouseVisible = true;
            graphics.IsFullScreen = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics);

            Components.Add(screenManager);

            LoadingScreen.Load(screenManager, false, null, new QuickMenuScreen());

            // TEST LEVELS
            //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);
            Components.Add(screenManager);

            graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;

            bloom = new BloomComponent(this);
            Components.Add(bloom);

            bloom.Settings = BloomSettings.PresetSettings[5 % BloomSettings.PresetSettings.Length];

            #if DEBUG
            Components.Add(new DebugComponent(this));

            //Level Menu
            LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(), new MainMenuScreen()
            );//    , new LevelMenuScreen());

            //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
            #else
            graphics.IsFullScreen = true;
            LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen());
            #endif
        }
Ejemplo n.º 3
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics);

            Components.Add(screenManager);

            #if DEBUG
            Components.Add(new DebugComponent(this));

            // TEST LEVELS
            LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
            #else
            //graphics.IsFullScreen = true;
            //LoadingScreen.Load(screenManager, true, null, new QuickMenuScreen());
            LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen());
            #endif
        }
        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            Load();
        }
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
            GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            TransitionOnTime = TimeSpan.FromSeconds(0.5);
        }
        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            for (int i = 0; i < GameContent.MaxGoals; i++)
                blockNumber[i] = gameContent.random.Next(gameContent.blockCount[i]);

            LoadBlocks(levelIndex);
        }
        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            LoadTiles(levelIndex);

            if (blocks.Count == 4) timeBonus = 10;
            if (blocks.Count == 9) timeBonus = 20;
            if (blocks.Count == 16) timeBonus = 30;
        }
Ejemplo n.º 8
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        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            basicEffect = new BasicEffect(screenManager.GraphicsDevice);
            basicEffect.VertexColorEnabled = true;

            //Render._device = screenManager.GraphicsDevice;
            //Render._batch = screenManager.SpriteBatch;
            //Render._font = debugFont;
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            ScoreData = ScoreData.Load(GameContent.MaxLevelIndex);
            Settings = Settings.Load();

            #if WINDOWS
            graphics.IsFullScreen = Settings.IsFullScreen;
            ViewportSize = new Vector2(800, 600);
            #endif
            #if WINDOWS_PHONE
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            ViewportSize = new Vector2(640, 480);
            graphics.IsFullScreen = true;
            #endif
            graphics.PreferredBackBufferWidth = (int)ViewportSize.X;
            graphics.PreferredBackBufferHeight = (int)ViewportSize.Y;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics);
            Components.Add(screenManager);

            #if WINDOWS
            //graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;

            bloom = new BloomComponent(this);
            Components.Add(bloom);

            bloom.Settings = BloomSettings.PresetSettings[5 % BloomSettings.PresetSettings.Length];
            #endif

            #if DEBUG && WINDOWS
            Components.Add(new DebugComponent(this));

            //Level Menu
            LoadingScreen.Load(screenManager, false, null, new BackgroundScreen(), new MainMenuScreen());

            //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new BackgroundScreen(), new MainMenuScreen()
            //    , new LabScreen());

            //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
            #else
            //graphics.IsFullScreen = true;
            LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen());
            #endif
        }
        /// <summary>
        /// The constructor is private: loading screens should
        /// be activated via the static Load method instead.
        /// </summary>
        private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow,
            GameScreen[] screensToLoad)
        {
            this.loadingIsSlow = loadingIsSlow;
            this.screensToLoad = screensToLoad;

            if (loadingIsSlow)
            {
                TransitionOnTime = TimeSpan.FromSeconds(.1);
                TransitionOffTime = TimeSpan.FromSeconds(2);
            }
            else TransitionOnTime = TimeSpan.FromSeconds(.1);
        }
        /// <summary>
        /// Activates the loading screen.
        /// </summary>
        public static void Load(ScreenManager screenManager, bool loadingIsSlow,
            PlayerIndex? controllingPlayer,
            params GameScreen[] screensToLoad)
        {
            // Tell all the current screens to transition off.
            foreach (GameScreen screen in screenManager.GetScreens())
                screen.ExitScreen();

            // Create and activate the loading screen.
            LoadingScreen loadingScreen = new LoadingScreen(screenManager,
                                                            loadingIsSlow,
                                                            screensToLoad);

            screenManager.AddScreen(loadingScreen, controllingPlayer);
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            Camera2D.BaseScreenSize = new Vector2(800, 600);

            //Settings = Settings.Load();
            //ScoreData = ScoreData.Load();

            #if WINDOWS
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;

            //graphics.IsFullScreen = Settings.IsFullScreen;
            //graphics.PreferredBackBufferWidth = Settings.Resolutions[Settings.CurrentResolution].X;
            //graphics.PreferredBackBufferHeight = Settings.Resolutions[Settings.CurrentResolution].Y;
            #endif

            #if WINDOWS_PHONE
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            graphics.PreferredBackBufferWidth = 640;
            graphics.PreferredBackBufferHeight = 480;
            graphics.IsFullScreen = true;
            #endif

            Camera2D.ResolutionScale = (float)graphics.PreferredBackBufferWidth / Camera2D.BaseScreenSize.X;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics);
            Components.Add(screenManager);

            #if DEBUG
            Components.Add(new DebugComponent(this));

            // TEST LEVELS
            LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
            #else
            LoadingScreen.Load(screenManager, false, null, new QuickMenuScreen());
            //LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen());
            #endif
        }
Ejemplo n.º 13
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        /// <summary>
        /// The main game constructor.
        /// </summary>
        public GameStateManagementGame()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = graphics.PreferredBackBufferHeight = 480;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            // Activate the first screens.
            screenManager.AddScreen(new BackgroundScreen(), null);
            screenManager.AddScreen(new MainMenuScreen(), null);
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            graphics.PreferredBackBufferWidth = 375;
            graphics.PreferredBackBufferHeight = 600;

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this);

            Components.Add(screenManager);

            LoadingScreen.Load(screenManager, true, null, new IntroScreen("intro"));

            // TEST LEVELS
            //LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
        }
        /// <summary>
        /// The main game constructor.
        /// </summary>
        public BitSitsGames()
        {
            Content.RootDirectory = "Content";

            graphics = new GraphicsDeviceManager(this);

            Camera2D.BaseScreenSize = new Vector2(800, 600);

            #if WINDOWS
            graphics.PreferredBackBufferWidth = 800;
            graphics.PreferredBackBufferHeight = 600;
            #endif

            #if WINDOWS_PHONE
            //TargetElapsedTime = TimeSpan.FromTicks(333333);

            graphics.PreferredBackBufferWidth = 640;
            graphics.PreferredBackBufferHeight = 480;
            #endif

            Camera2D.PhoneScale = Math.Min((float)graphics.PreferredBackBufferWidth / Camera2D.BaseScreenSize.X,
                (float)graphics.PreferredBackBufferHeight / Camera2D.BaseScreenSize.Y);

            IsMouseVisible = true;

            // Create the screen manager component.
            screenManager = new ScreenManager(this, graphics);

            Components.Add(screenManager);

            #if DEBUG && WINDOWS
            Components.Add(new DebugComponent(this));
            // TEST LEVELS
            LoadingScreen.Load(screenManager, false, PlayerIndex.One, new GameplayScreen());
            #else
            graphics.IsFullScreen = true;
            //LoadingScreen.Load(screenManager, true, null, new QuickMenuScreen());
            LoadingScreen.Load(screenManager, true, null, new BackgroundScreen(), new MainMenuScreen());
            #endif
        }
        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            LevelDetails ld = gameContent.content.Load<LevelDetails>("Levels/level" + levelIndex.ToString("00"));

            Vector2 castlePos = new Vector2(1.5f, 6.5f) * Tile.Width;
            armyPosition.Add(castlePos);
            castles[(int)Shape.square] = new Castle(gameContent, Shape.square, castlePos);
            castles[(int)Shape.triangle] = new Castle(gameContent, Shape.triangle, new Vector2(800, 600)
                - castlePos);

            for (int i = 0; i < ld.ArmyNumber.Count; i++)
                for (int j = 0; j < ld.ArmyNumber[i]; j++)
                {
                    Vector2 v = GetPosition();
                    armies.Add(new Army(gameContent, Shape.square, (Rank)i, v));
                    armies.Add(new Army(gameContent, Shape.triangle, (Rank)i, new Vector2(800, 600) - v));
                }

            enemyWaitTime = 0;
            MaxEnemyWaitTime = MaxEnemyWaitTime / (float)Math.Pow(10, ld.GameMode);
        }
        public Level(ScreenManager screenManager, int levelIndex)
        {
            this.gameContent = screenManager.GameContent;
            this.levelIndex = levelIndex;

            camera = new Camera2D();

            groundBody = world.CreateBody(new BodyDef());
            LoadTiles(levelIndex);

            UpdateCameraChaseTarget(new GameTime());

            Vector2[] v = {Vector2.Zero, new Vector2(tiles.GetLength(0), 0),
                              new Vector2(tiles.GetLength(0), tiles.GetLength(1)),
                              new Vector2(0, tiles.GetLength(1)), Vector2.Zero};

            for (int i = 0; i < v.Length - 1; i++)
            {
                PolygonShape ps = new PolygonShape();
                ps.SetAsEdge(v[i] * Tile.Width / gameContent.b2Scale, v[i + 1] * Tile.Width / gameContent.b2Scale);

                groundBody.CreateFixture(ps, 0);
            }
        }