public TextureRegion(Texture splashscreen, int p1, int p2, int p3, int p4)
 {
     // TODO: Complete member initialization
     this.texhold = splashscreen;
     rectangle = new Rectangle(p1, p2, p3, p4);
     
 }
Example #2
0
        public static void load(GLGame game)
        {

            //Load Textures and define texture regions LoadFonts///////////
            Assets.game = game;
            splashscreen = new Texture("splash.png");
            wrn = new Texture("wrg.png");
            side = new Texture("side.png");
            loadscreen = new TextureRegion(splashscreen, 1, 205, 800, 600);
            circ = new TextureRegion(side, 0, 0,600 ,1000);
            loading = new TextureRegion(splashscreen, 803, 705, 156, 55);
            Settings.load();
            Game.gd = new GameData(Settings.musicEnabled,Settings.soundEnabled);
            Game.vm = new ViewManager();
            Game.r1 = new RegionData();
            Game.r2 = new RegionData();
            Game.r3 = new RegionData();
            new Thread(delegate()
           {
               bgload();
           }).Start();






        }
Example #3
0
        public static void bgload()
        {



            texcount = 0;
            texregcount = 0;
            fontcount = 0;
            loaderparser.loadindex("asset.items");
            Settings.soundvolume = .7f;
            Settings.musicvolume = .3f;


            //////////////////////////////////////////////////////////////

            textures = new Texture[TextureNames.Count];
            textureregions = new TextureRegion[TextureRegionNames.size()];
            sounds = new Sound[SoundNames.Count];
            music = new Music[MusicNames.Count];
            fonts = new FontExtension[2];
            music[Settings.musicindex] = new Music(MusicNames[Settings.musicindex]);
            music[Settings.musicindex].setLooping(true);
            music[Settings.musicindex].setVolume(Settings.musicvolume);

            if (Settings.musicEnabled)
            { music[Settings.musicindex].play();
            isMusicPlaying = true;
            }


            adjustvolume(Settings.musicvolume, 1);
            adjustvolume(Settings.soundvolume, 0);


            //load all textures reported by pack files/////////////
            int i = 0;
            while (i < TextureNames.Count)
            {
                textures[i] = new Texture(TextureNames[i]);
                i++;
            }
            Assets.loaderp = 60;
            i = 0;
            ///////////////////////////////Load fonts//////////////////////////////////
            while (i < 2)
            {
                string[] s = { "font1", "font2" };
                int[] w = { 50, 50, 50, 50 };
                int x = TexturRegionName.x[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 9;
                int y = TexturRegionName.y[(TexturRegionName.texturegionname.IndexOf(s[i]))] + 11;
                fonts[i]=new FontExtension(textures[TextureNames.IndexOf(FontNames[0])],x,y,16,w[i],w[i+2]);
                i++;
            }
            i = 0;
            Assets.loaderp = 65;
            //////////////load all textures regions reported by pack files////////////////
            while (i < TexturRegionName.texturename.Count)
            {
                int x, y, w, h;
                x = TexturRegionName.x[i];
                y = TexturRegionName.y[i];
                w = TexturRegionName.sizex[i];
                h = TexturRegionName.sizey[i];
                textureregions[i] = new TextureRegion(gettexture(TexturRegionName.texturename[i]), x, y, w, h);
                i++;
                Assets.loaderp = 65 + 30 * (i * 100 / TexturRegionName.texturename.Count) / 100;
            } i = 0;
            Assets.loaderp = 95;
            ///////////////load all sounds reported by pack files/////////////////////////
            sounds[0] = new Sound(SoundNames[0]);
            sounds[1] = new Sound(SoundNames[2]);
            sounds[2] = new Sound(SoundNames[1]);

            /*/
             while(i<SoundNames.size())
    	 
           { sounds[i] = new Sound(SoundNames(i));
           i++;
           }
           //*/
            Assets.loaderp = 100;
            //////////////////////////////////////////Load all Patterns/////////////////////////////

        }