Ejemplo n.º 1
0
        public TugOfWarBackground()
        {
            backgroundTexture = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/TugOfWarScreen");
            ropeTexture       = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Rope");
            redBoxTexture     = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Red Box");
            blueBoxTexture    = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Blue Box");

            BackgroundObject_Oscillation rope = new BackgroundObject_Oscillation(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Rope"), new Vector2(0, 474) * Game1.displayRatio, 4000d, 0d, 20f * Game1.displayRatio.X);

            backgroundObjects.Add(rope);
            backgroundObjects.Add(new BackgroundObject(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Red Box"), new Vector2(275, 100) * Game1.displayRatio));
            backgroundObjects.Add(new BackgroundObject(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Tug Of War Screen/Blue Box"), new Vector2(1235, 100) * Game1.displayRatio));
        }
Ejemplo n.º 2
0
        float triangleSpacing = 15f * Game1.displayRatio.Y;       //15 pixels of spacing between each triangle

        public MainMenuBackground()
        {
            //Load in fingers
            backgroundTexture = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/TitleScreen");
            BackgroundObject_Oscillation redFinger           = new BackgroundObject_Oscillation(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/Red Middle Finger"), new Vector2(250, 610) * Game1.displayRatio, true, 2000d, 0d, 5f * Game1.displayRatio.Y);
            BackgroundObject_Oscillation redFingerUpsideDown = new BackgroundObject_Oscillation(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/Red Middle Finger"), new Vector2(250, -30) * Game1.displayRatio, true, 2000d, 200d, 5f * Game1.displayRatio.Y);

            redFingerUpsideDown.spriteEffect = SpriteEffects.FlipVertically;
            BackgroundObject_Oscillation blueFinger           = new BackgroundObject_Oscillation(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/Blue Middle Finger"), new Vector2(1200, 610) * Game1.displayRatio, true, 2000d, 600d, 5f * Game1.displayRatio.Y);
            BackgroundObject_Oscillation blueFingerUpsideDown = new BackgroundObject_Oscillation(Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/Blue Middle Finger"), new Vector2(1200, -30) * Game1.displayRatio, true, 2000d, 1500d, 5f * Game1.displayRatio.Y);

            blueFingerUpsideDown.spriteEffect = SpriteEffects.FlipVertically;
            backgroundObjects.Add(redFinger);
            backgroundObjects.Add(redFingerUpsideDown);
            backgroundObjects.Add(blueFinger);
            backgroundObjects.Add(blueFingerUpsideDown);

            //Load in triangle
            triangle   = Game1.GlobalContent.Load <Texture2D>(@"Background Screens/Title Screen/Triangle");
            maxSpeed   = 1000f * Game1.displayRatio.Y;
            rightAccel = 200 * Game1.displayRatio.Y;
            leftAccel  = -200 * Game1.displayRatio.Y;
        }