/// <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); bgSprite = new GameSprite(Content.Load <Texture2D>("bgImage"), Vector2.Zero, Color.White); bgSprite.ScaleToViewport(GraphicsDevice.Viewport); titleText1 = new DropInFont(Content.Load <SpriteFont>("GameFont"), new Vector2(viewport.HalfWidth(), -1000), screenSize / 2, new Vector2(0, 20), "Great Minds", Color.OrangeRed); titleText1.TargetPosition = new Vector2(titleText1.TargetPosition.X, titleText1.TargetPosition.Y - titleText1.Size.Y / 4); titleText1.SetCenterAsOrigin(); titleText1.ShadowPosition = new Vector2(titleText1.Position.X - 4, titleText1.Position.Y + 4); titleText1.ShadowColor = Color.Black; titleText1.StateChanged += new EventHandler <StateEventArgs>(statefulFont_StateChanged); Vector2 titleText2Pos = new Vector2(titleText1.Position.X + titleText1.Size.X / 2, viewport.HalfHeight() + titleText1.Size.Y / 4); titleText2 = new FadingFont(Content.Load <SpriteFont>("GameFont"), titleText2Pos, Color.Orange); titleText2.Text.Append("Robotics"); titleText2.FadeStep /= 5f; titleText2.StateChanged += new EventHandler <StateEventArgs>(titleText2_StateChanged); titleText2.Fade = false; titleText2.Position -= new Vector2(titleText2.Size.X / 2, 0); titleText2.ShadowPosition -= new Vector2(titleText2.Size.X / 2, 0); titleText2.SetCenterAsOrigin(); titleText1.Text.Clear(); titleText1.Text.Append("Great "); Vector2 titleText3Pos = new Vector2(titleText1.Position.X + titleText1.Size.X / 2, -2000); titleText3 = new DropInFont(Content.Load <SpriteFont>("GameFont"), titleText3Pos, screenSize / 2, new Vector2(0, 20), "Minds", Color.OrangeRed); titleText3.TargetPosition = titleText1.TargetPosition; titleText3.SetCenterAsOrigin(); titleText3.ShadowPosition = new Vector2(titleText3.Position.X - 4, titleText3.Position.Y + 4); titleText3.ShadowColor = Color.Black; titleText3.StateChanged += new EventHandler <StateEventArgs>(statefulFont_StateChanged); titleText3.Tag = GameTags.StartTitleFadeIn; Vector2 byPos = new Vector2(titleText1.Position.X - 100, -1000); by = new AccelDropInFont(Content.Load <SpriteFont>("GameFont"), byPos, screenSize / 2, new Vector2(0, 5), "By:", Color.Orange, new Vector2(0, 1.5f)); by.TargetPosition = titleText1.TargetPosition - new Vector2(100, 100); by.SetCenterAsOrigin(); by.ShadowPosition = new Vector2(by.Position.X - 4, by.Position.Y + 4); by.ShadowColor = Color.Black; by.MaxDropSpeed = new Vector2(15, 15); crashEffect = Content.Load <SoundEffect>("Crash"); //Obtained from http://www.freesound.org/people/EdgardEdition/sounds/113095/ coinsEffect = Content.Load <SoundEffect>("insertcoin"); insertCoins = new ArcadeFont(Content.Load <SpriteFont>("ArcadeFont"), new Vector2(300, 400), Color.Red, Color.White, Color.Yellow, Color.Blue); insertCoins.ShadowPosition = new Vector2(insertCoins.Position.X - 1, insertCoins.Position.Y + 1); insertCoins.ColorCyclesPerSecond = 15; //Default is 10; smaller number blinks slower insertCoins.Text.Append("INSERT COINS"); insertCoins.IsVisible = false; slidingText = new StatefulSequence <SlidingFont>(SlidingFont.FontState.Done, typeof(SlidingFont.FontState)); Vector2 targetPos = new Vector2(505, 400); foreach (char letter in "COOL") { slidingText.Add(new SlidingFont(Content.Load <SpriteFont>("SlidingFont"), new Vector2(50, 350), targetPos, 2f, letter.ToString(), Color.Red) { EnableShadow = false, IsVisible = false, TargetTolerance = 0.625f }); targetPos.X += slidingText[slidingText.Count - 1].Size.X; //Magic # - bad idea } targetPos = new Vector2(505, 420); random = new Random(); foreach (char letter in "Effects!") { slidingText.Add(new SlidingFont(Content.Load <SpriteFont>("SlidingFont"), new Vector2(random.Next(0, GraphicsDevice.Viewport.Width), random.Next(0, GraphicsDevice.Viewport.Height)), targetPos, 1f + (float)random.NextDouble(), letter.ToString(), Color.Red) { EnableShadow = false, IsVisible = false }); targetPos.X += slidingText[slidingText.Count - 1].Size.X; //Magic # - bad idea } coolPanel = new TexturePanel(Content.Load <Texture2D>("WavyEffect"), new Vector2(120, 60), Vector2.One * .5f, new Vector2(550, 425), new Color(60, 60, 60, 128)); coolPanel.IsVisible = false; insertFive = new AchievementPanel(0, Content.Load <SpriteFont>("SlidingFont"), Content.Load <SpriteFont>("ArcadeFont"), "Insert 5 coins", GraphicsDevice); insertFive.Condition = AchievementPanel.AreFiveCoinsInsert; donateHundred = new AchievementPanel(0, Content.Load <SpriteFont>("SlidingFont"), Content.Load <SpriteFont>("ArcadeFont"), "Donate $100 to GMR", GraphicsDevice); donateHundred.Condition = AchievementPanel.AreHundredDollarsDonated; noCoinSpam = new AchievementPanel(0, Content.Load <SpriteFont>("SlidingFont"), Content.Load <SpriteFont>("ArcadeFont"), "Don't insert coins for 30 seconds", GraphicsDevice); noCoinSpam.Position = new Vector2(GraphicsDevice.Viewport.Width - noCoinSpam.Width, noCoinSpam.Position.Y); noCoinSpam.Condition = AchievementPanel.IsNoCoinsInsertedAtThirtySeconds; allAchievementsDone = new AchievementPanel(0, Content.Load <SpriteFont>("SlidingFont"), Content.Load <SpriteFont>("ArcadeFont"), "Finish all achievements", GraphicsDevice); allAchievementsDone.Condition = delegate(GameTime gt) { return(standardAchievementsCompleted); }; StatefulSequence <AchievementPanel> allAchievementPanels = new StatefulSequence <AchievementPanel>(AchievementPanel.PanelState.Done, typeof(AchievementPanel.PanelState)); allAchievementPanels.Add(noCoinSpam); allAchievementPanels.Add(donateHundred); allAchievementPanels.Add(insertFive); allAchievementPanels.SequenceReachedMonitoredState += new StatefulSequence <AchievementPanel> .MonitoredStateReached(allAchievementPanels_SequenceReachedMonitoredState); slidingText.SequenceReachedMonitoredState += new StatefulSequence <SlidingFont> .MonitoredStateReached(slidingText_SequenceReachedMonitoredState); colorfulTypingText = new TypingFont(Content.Load <SpriteFont>("ArcadeFont"), new Vector2(200, 0), Color.Black, "Typing text here", TimeSpan.FromMilliseconds(200)); colorfulTypingText.StateChanged += new EventHandler <StateEventArgs>(typingText_StateChanged); colorfulTypingText.CharacterTyped += new EventHandler <TypingFont.CharacterTypedEventArgs>(typingText_CharacterTyped); colorfulTypingText.Tag = "1"; colorfulTypingText.Start(); regularTypingText = new TypingFont(Content.Load <SpriteFont>("ArcadeFont"), new Vector2(400, 0), Color.Black, "... and more typing text here...", TimeSpan.FromMilliseconds(50)); regularTypingText.StateChanged += new EventHandler <StateEventArgs>(typingText_StateChanged); regularTypingText.Tag = "2"; }