private void SetWeaponPowerUpTexture(WeaponType type) { switch (type) { case WeaponType.Shotgun: Texture = TextureBank.GetTexture("Item_S"); break; case WeaponType.Rifle: Texture = TextureBank.GetTexture("Item_L"); break; case WeaponType.Plasma: Texture = TextureBank.GetTexture("Item_P"); break; case WeaponType.Repeater: Texture = TextureBank.GetTexture("Item_R"); break; default: Texture = TextureBank.GetTexture("PlasmaIcon"); break; } }
public void LoadContent(World world) { m_Direction = new Vector2(0, 0); foreach (string s in m_BlinkingTextures) { TextureBank.GetTexture(s); } m_Texture = TextureBank.GetTexture(m_BlinkingTextures[0]); Width = m_Texture != null ? m_Texture.Width : 0; Height = m_Texture != null ? m_Texture.Height : 0; if (m_Texture != null) { m_Bounds.Width = Width; m_Bounds.Height = Height; m_Bounds.X = (int)Position.X - Width / 2; m_Bounds.Y = (int)Position.Y - Height / 2; m_Origin.X = Width / 2; m_Origin.Y = Height / 2; } _circleBody = BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(35 / 2f), 1f, ConvertUnits.ToSimUnits(Position)); _circleBody.BodyType = BodyType.Dynamic; _circleBody.Mass = 5f; _circleBody.LinearDamping = 3f; _circleBody.Restitution = .5f; circleCenter = Position; circleCenter.Y += circleRadius; puffExplosion = new Puff(); }
private void CreateCheat() { string temp; switch (CheatType) { case CheatTypes.Wrath: temp = "Powerup"; CheatEffect = new WrathEffect(); break; case CheatTypes.Health: temp = "MedPack"; CheatEffect = new HealthEffect(); break; case CheatTypes.Heart: temp = "MedPack"; CheatEffect = new HeartEffect(); break; case CheatTypes.Time: temp = "Clock"; CheatEffect = new AddTimeEffect(); break; default: temp = "Powerup"; CheatEffect = new WrathEffect(); break; } Texture = TextureBank.GetTexture(temp); }
protected override void LoadTextures() { AnimationInfo[] array = new AnimationInfo[2]; array[0] = new AnimationInfo(TextureBank.GetTexture(shotString1), CHARGE_TIME); array[1] = new AnimationInfo(TextureBank.GetTexture(shotString2), -1); m_FireAnimation = new AnimationManager(array, m_SavedShotInfo, 60); }
private MenuCategory CreateCheatUpgradeMenu() { int NumberOfCheats = 6; SelectionUpgradeWidth = MenuSelectionTotalArea.Height / NumberOfCheats; Rectangle temp = new Rectangle(0, 0, MenuSelectionTotalArea.Width, SelectionUpgradeWidth); MenuCategory menu = new MenuCategory("Cheats", UpgradeCheatsRec, "Upgrade Cheats", Color.Red, MenuSelectionTotalArea); List <UpgradeSlot> upgradeSlots = new List <UpgradeSlot>(); //base widget tree for (int i = 0; i < NumberOfCheats; ++i) { Color tempColor = new Color(250 - (75 * i), 75 * i, 50 - (i * 10)); WidgetTree tree = new WidgetTree(temp); Rectangle baseSlotDrawArea = new Rectangle(Viewport.Width / 2, SelectionUpgradeWidth / 2, SelectionUpgradeWidth, MenuSelectionTotalArea.Width); tree.AddDrawArea(baseSlotDrawArea, new ColorTexture(TextureBank.GetTexture("GSMbackground"), tempColor)); Rectangle currentSlotPosition = new Rectangle(0, (SelectionUpgradeWidth * i), temp.Width, temp.Height); UpgradeSlot slot = null; try { slot = new UpgradeSlot(currentSlotPosition, ScreenManager, ScreenManager.Font); } catch (Exception) { } slot.SetWidgetTree(tree); upgradeSlots.Add(slot); } menu.SetUpgradeSlot(upgradeSlots); return(menu); }
private void HandleAnimation(object o, AnimationTimerEventArgs e) { Texture = TextureBank.GetTexture(textures[e.FrameIndex]); m_Bounds.Width = Texture.Width; m_Bounds.Height = Texture.Height; Origin = new Vector2(Texture.Width / 2, Texture.Height / 2); }
public void LoadContent(ContentManager content, float width, float height) { TimeAlmostOut = false; m_StatusBackground = content.Load <Texture2D>("Line"); m_SpriteFont = content.Load <SpriteFont>("Retrofont"); ColunaFont = content.Load <SpriteFont>("ColunaFont"); m_StatusBackgroundPosition = new Vector2(0, 0); m_StatusBackGroundScale = Utilities.GetSpriteScaling(new Vector2(OFFSET, height), new Vector2(m_StatusBackground.Width, m_StatusBackground.Height)); PlayfieldBottom = OFFSET; GameWidth = width; GameHeight = height; m_Background = content.Load <Texture2D>("Louis-game-backgroundFULL"); ActiveGibs.Clear(); Vector2 viewport = new Vector2(GameWidth, GameHeight); Vector2 textSize = ColunaFont.MeasureString("00:00:00"); DeathTimerScale = Utilities.GetSpriteScaling(new Vector2((int)((viewport.Y) * 0.5), (int)((viewport.X) * 0.5)), textSize); Vector2 textPosition = (viewport) / 2; DeathTimerPosition = textPosition; DeathTimerOrigin = new Vector2(textSize.X / 2, textSize.Y / 2); textSize = ColunaFont.MeasureString("00"); CountdownScale = Utilities.GetSpriteScaling(new Vector2((int)(viewport.Y * 0.45), (int)(viewport.X * 0.35)), textSize); CountdownPosition = textPosition; CountdownOrigin = new Vector2(textSize.X / 2, textSize.Y / 2); m_HeartTexture = TextureBank.GetTexture("Heart50x45"); m_SkullBackground = TextureBank.GetTexture("isolatedSkullBG01"); }
public static void LoadTextures() { if (m_Texture == null) { m_Texture = TextureBank.GetTexture("Face"); } //TODO load exploded textures here }
public void Trigger() { animationTimer = new AnimationTimer(intervals, m_AnimationName, HandleAnimation, false); canDraw = true; Texture = TextureBank.GetTexture(textures[0]); ObjectManager.GetCell(Position).Add(this); Origin = new Vector2(Texture.Width / 2, Texture.Height / 2); }
public void SetBounds(Rectangle rec) { Bounds = rec; if (testTexture == null) { testTexture = TextureBank.GetTexture("blank"); } }
public override void LoadContent() { int currentFrame = r.Next(8); animationTimer = new AnimationTimer(intervals, m_AnimationName, HandleAnimation, true, currentFrame); Texture = TextureBank.GetTexture(textures[currentFrame]); base.LoadContent(); }
public static void LoadTextures() { if (m_Texture == null) { m_Texture = TextureBank.GetTexture("kevinZombie"); } TextureBank.GetTexture("ZombieBody"); TextureBank.GetTexture("ZombieHead"); }
private void HandleAnimation(object o, AnimationTimerEventArgs e) { switch (e.AnimationName) { case BlinkAnimationName: m_Texture = TextureBank.GetTexture(m_BlinkingTextures[e.FrameIndex]); break; } }
protected override void LoadTextures() { AnimationInfo[] array = new AnimationInfo[4]; array[0] = new AnimationInfo(TextureBank.GetTexture(blastString), 5); array[1] = new AnimationInfo(TextureBank.GetTexture(blast2String), 9); array[2] = new AnimationInfo(TextureBank.GetTexture(blast3String), 12); array[3] = new AnimationInfo(TextureBank.GetTexture(blast4String), -1); m_FireAnimation = new AnimationManager(array, m_SavedShotInfo, 15); }
private MenuCategory CreateWeaponUpgradeMenu() { int NumberOfWeapons = 4; SelectionUpgradeWidth = MenuSelectionTotalArea.Height / NumberOfWeapons; MenuCategory menu = new MenuCategory("Weapons", UpgradeWeaponRec, "Upgrade Weapons", Color.Beige, MenuSelectionTotalArea); List <UpgradeSlot> upgradeSlots = new List <UpgradeSlot>(); //base widget tree for (int i = 0; i < NumberOfWeapons; ++i) { Rectangle temp = new Rectangle(0, 0, MenuSelectionTotalArea.Width, SelectionUpgradeWidth); Rectangle currentSlotPosition = new Rectangle(0, (SelectionUpgradeWidth * i), temp.Width, temp.Height); UpgradeSlot slot = new UpgradeSlot(currentSlotPosition, ScreenManager, ScreenManager.Font); switch (i) { case 0: slot.SetUpgradeField(UpgradeFieldEnum.ShotgunDamage, Upgrade_List[UpgradeFieldEnum.ShotgunDamage]); break; case 1: slot.SetUpgradeField(UpgradeFieldEnum.RifleDamage, Upgrade_List[UpgradeFieldEnum.RifleDamage]); break; case 2: slot.SetUpgradeField(UpgradeFieldEnum.PlasmaDamage, Upgrade_List[UpgradeFieldEnum.PlasmaDamage]); break; default: slot.SetUpgradeField(UpgradeFieldEnum.RifleDamage, Upgrade_List[UpgradeFieldEnum.RifleDamage]); break; } Color tempColor = new Color(250 - (75 * i), 75 * i, 50 - (i * 10)); WidgetTree tree = new WidgetTree(temp); Rectangle baseSlotDrawArea = new Rectangle(Viewport.Width / 2, SelectionUpgradeWidth / 2, SelectionUpgradeWidth, MenuSelectionTotalArea.Width); tree.AddDrawArea(baseSlotDrawArea, new ColorTexture(TextureBank.GetTexture("GSMbackground"), tempColor)); WidgetTree slotTop = new WidgetTree(new Rectangle(0, 0, baseSlotDrawArea.Width, baseSlotDrawArea.Height)); Rectangle tapButton = new Rectangle(baseSlotDrawArea.Height / 2, baseSlotDrawArea.Width / 2, 150, 150); Rectangle valueArea = new Rectangle(tapButton.X - 200, tapButton.Y, 200, 100); Rectangle descriptionArea = new Rectangle(tapButton.X + 200, valueArea.Y, 200, 10); Rectangle upgradeLevelArea = new Rectangle(descriptionArea.X - 50, descriptionArea.Y, 100, 10); slotTop.AddDrawArea(tapButton, new ColorTexture(TextureBank.GetTexture("GSMbackground"), Color.Black)); slotTop.AddDrawArea(valueArea, slot.NextUpgradeCostString); slotTop.AddDrawArea(descriptionArea, slot.NameString); slotTop.AddDrawArea(upgradeLevelArea, slot.LevelString); slotTop.AddHitArea(tapButton); tree.AddWidgetTree(slotTop); slot.SetWidgetTree(tree); slot.Value = i * 100; upgradeSlots.Add(slot); } menu.SetUpgradeSlot(upgradeSlots); return(menu); }
public override void Load(World world) { if (m_Texture == null) { m_Texture = TextureBank.GetTexture("kevinZombie"); } _circleBody = BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(35 / 2f), 1f, ConvertUnits.ToSimUnits(Position)); _circleBody.BodyType = BodyType.Dynamic; _circleBody.Mass = 0.2f; _circleBody.LinearDamping = 2f; _circleBody.Position = bodyPosition; }
public static void LoadTextures() { if (m_Texture == null) { m_Texture = TextureBank.GetTexture("Slime"); } if (m_SlimeTrailTex == null) { m_SlimeTrailTex = TextureBank.GetTexture("SlimeTrail"); } //TODO load slime exploded textures here }
public bool CheckCollision(GameObject ob) { if (Bounds.Intersects(ob.Bounds) && m_State == BulletState.Flying) { PlasmaHitAnimationTimer = new AnimationTimer(hitIntervals, m_HitAnimation, HandlePlasmaHitAnimation, false); Texture = TextureBank.GetTexture(hitTextures[0]); //play the bullet explosion animation here, make sure to remove bounds, it should be fast enough that nothing clips m_State = BulletState.Contact; return(true); } return(false); }
public WolfHand(LeftOrRightHand which, Wolf body) { if (which == LeftOrRightHand.Left) { Texture = TextureBank.GetTexture("kevinZombie"); } else { Texture = TextureBank.GetTexture("kevinZombie"); } WhichHand = which; Position = body.Position; }
public void LoadContent(World world) { m_InitialPosition = Position; Texture = TextureBank.GetTexture("Player"); base.LoadContent(); foreach (Weapon w in m_Weapons) { w.LoadContent(); } _circleBody = BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(35 / 2f), 1f, ConvertUnits.ToSimUnits(Position)); _circleBody.BodyType = BodyType.Dynamic; _circleBody.Mass = 4f; _circleBody.LinearDamping = 2f; if (!float.IsNaN(this.Position.X) && !float.IsNaN(this.Position.Y)) { _circleBody.Position = ConvertUnits.ToSimUnits(this.Position); } RedFlashTexture = TextureBank.GetTexture("RED"); }
public void LoadContent(World world) { m_Direction = new Vector2(0, 0); m_Texture = TextureBank.GetTexture("WolfBody"); Width = m_Texture != null ? m_Texture.Width : 0; Height = m_Texture != null ? m_Texture.Height : 0; if (m_Texture != null) { m_Bounds.Width = Width; m_Bounds.Height = Height; m_Bounds.X = (int)Position.X - Width / 2; m_Bounds.Y = (int)Position.Y - Height / 2; m_Origin.X = Width / 2; m_Origin.Y = Height / 2; } _circleBody = BodyFactory.CreateCircle(world, ConvertUnits.ToSimUnits(35 / 2f), 1f, ConvertUnits.ToSimUnits(Position)); _circleBody.BodyType = BodyType.Dynamic; _circleBody.Mass = 5f; _circleBody.LinearDamping = 3f; _circleBody.Restitution = .5f; Lefthand = new WolfHand(WolfHand.LeftOrRightHand.Left, this); Righthand = new WolfHand(WolfHand.LeftOrRightHand.Right, this); Lefthand.LoadContent(); Righthand.LoadContent(); moveHandsIntervals = new float[5]; moveHandsIntervals[0] = 1000; moveHandsIntervals[1] = 1000; moveHandsIntervals[2] = 1000; moveHandsIntervals[3] = 1000; moveHandsIntervals[4] = 1000; MoveHandsTimer = new AnimationTimer(moveHandsIntervals, m_MoveHandsString, AnimationHandler, false); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = ScreenManager.Game.Content; } //gameFont = content.Load<SpriteFont>("GSMgamefont"); m_World = new World(new Vector2(0, 0)); ConvertUnits.SetDisplayUnitToSimUnitRatio(5); Player p = Player.Load(content); if (p == null) { Vector2 playerPosition = new Vector2(Game1.GameWidth / 2, Game1.GameHeight / 2); m_Player.Init(content, playerPosition); } else { m_Player = p; } //init object manager and set objects for it GlobalObjectManager.Init(m_Player, content, m_World); TextureBank.SetContentManager(content); SoundBank.SetContentManager(content); m_Player.LoadContent(m_World); UserInterface.LoadContent(content, Game1.GameWidth, Game1.GameHeight); GlobalObjectManager.LoadContent(); m_song = SoundBank.GetSong("PUNCHING-Edit"); UserInterface.SetTimeToDeath(m_Player.TimeToDeath); Zombie.LoadTextures(); Slime.LoadTextures(); Anubis.LoadTextures(); Viewport viewport = ScreenManager.GraphicsDevice.Viewport; backgroundTexture = new RenderTarget2D(ScreenManager.GraphicsDevice, viewport.Width, viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, ScreenManager.GraphicsDevice.PresentationParameters.MultiSampleCount, RenderTargetUsage.PreserveContents); SpriteBatch spriteBatch = ScreenManager.SpriteBatch; GraphicsDevice device = ScreenManager.GraphicsDevice; device.SetRenderTarget(backgroundTexture); spriteBatch.Begin(); UserInterface.DrawBackground(spriteBatch); spriteBatch.End(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); m_World.Step(0f); isLoaded = true; }
protected override void LoadExplodedParts() { ExplodedParts.Add(TextureBank.GetTexture("ZombieBody")); ExplodedParts.Add(TextureBank.GetTexture("ZombieHead")); }
private void HandlePlasmaHitAnimation(object o, AnimationTimerEventArgs e) { Texture = TextureBank.GetTexture(hitTextures[e.FrameIndex]); }
protected override void LoadExplodedParts() { ExplodedParts.Add(TextureBank.GetTexture("SlimePart1")); ExplodedParts.Add(TextureBank.GetTexture("SlimePart2")); ExplodedParts.Add(TextureBank.GetTexture("SlimePart3")); }
public override void Load(FarseerPhysics.Dynamics.World world) { Texture = TextureBank.GetTexture("Powerup"); }
public GraphicalLine() { blank = TextureBank.GetTexture("Line"); point1 = new Vector2(); point2 = new Vector2(); }