private bool CheckDrumTiming(Drum drum, GameTime gameTime) { hit = false; if (drum.drumSide != previousDrumSide) { if (gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[0] + currentTolerance || gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[3] - currentTolerance || (gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[1] - currentTolerance && gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[1] + currentTolerance) || (gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[2] - currentTolerance && gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[2] + currentTolerance)) { hit = true; } } return(hit); }
private bool CheckDrumTiming(Drum drum, GameTime gameTime) { hit = false; if (drum.drumSide != previousDrumSide) { if (gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[0] + currentTolerance || gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[3] - currentTolerance || (gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[1] - currentTolerance && gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[1] + currentTolerance) || (gameTime.TotalGameTime.TotalMilliseconds >= clickTimes[2] - currentTolerance && gameTime.TotalGameTime.TotalMilliseconds <= clickTimes[2] + currentTolerance)) { hit = true; } } return hit; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { font = Content.Load<SpriteFont>("Fonts/font"); scaleToReference = (float)GraphicsDevice.Viewport.Width / 800f; halfScreen = Content.Load<Texture2D>("Graphics/halfscreen"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player = new Player(); player.Initialize(this, Content.Load<Texture2D>("Graphics/caveman"), Vector2.Zero, 100, false, Renderer.AnchorPoint.BottomMiddle); player.collider.SetSize(player.renderer.Texture.Width / 5, (int)(player.renderer.Texture.Height * 0.8f)); player.renderer.AddAnimation("running", player.renderer.Texture, 75, 75, 4, startingRunningSpeed * 2, Color.White, player.transform.Scale.X, true, true, true); player.transform.Position = new Vector2(graphics.GraphicsDevice.Viewport.Width/4 * scaleToReference, 200 * scaleToReference); player.renderer.SetAnchorPoint(Renderer.AnchorPoint.BottomMiddle); dino = new GameObject(); dino.Initialize(this, Content.Load<Texture2D>("Graphics/trex"), Vector2.UnitX, 1000, false, Renderer.AnchorPoint.BottomMiddle); dino.collider.SetSize(dino.renderer.Texture.Width / 4, dino.renderer.Texture.Height); dino.renderer.AddAnimation("running", dino.renderer.Texture, 436, 300, 4, startingRunningSpeed * 2, Color.White, dino.transform.Scale.X, true, true, true); dino.transform.Position = new Vector2(-dino.collider.Bounds.Width / 2, Platform.bottom * GraphicsDevice.Viewport.Height); dino.renderer.SetAnchorPoint(Renderer.AnchorPoint.BottomMiddle); leftDrum = new Drum(); leftDrum.Initialize(this, halfScreen, Vector2.Zero, 100, true, Renderer.AnchorPoint.TopLeft); leftDrum.transform.Scale = Vector2.One * 2; leftDrum.collider.SetSize(leftDrum.renderer.Texture.Width, leftDrum.renderer.Texture.Height); leftDrum.drumSide = DrumSide.side.LEFT; leftDrum.transform.Position = Vector2.Zero; rightDrum = new Drum(); rightDrum.Initialize(this, halfScreen, Vector2.Zero, 100, true, Renderer.AnchorPoint.TopLeft); rightDrum.transform.Scale = Vector2.One * 2; rightDrum.collider.SetSize(rightDrum.renderer.Texture.Width * 2, rightDrum.renderer.Texture.Height * 2); rightDrum.drumSide = DrumSide.side.RIGHT; rightDrum.transform.Position = new Vector2(GraphicsDevice.Viewport.Width / 2, 0f); // init pools for platorms, "club" collectibles and obstacles platformPool.InitializeObjects(this, Content.Load<Texture2D>("Graphics/grass_fourth"), new Vector2(-1, 0), 1, true, Renderer.AnchorPoint.TopLeft); for (int i = 0; i < 10; i++) { platformPool.ActivateNewObject().transform.Position = new Vector2(platformPool.Objects[0].collider.Bounds.Width * i, GraphicsDevice.Viewport.Height * Platform.bottom); } healthCollectiblePool.InitializeObjects(this, Content.Load<Texture2D>("Graphics/scoreCollectible"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle); obstaclePool.InitializeObjects(this, Content.Load<Texture2D>("Graphics/obstacle"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle, 0.8f); //clubEffectPool.InitializeObjects(this, Content.Load<Texture2D>("Graphics/clubEffect"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle); // background texture and parallaxers background = Content.Load<Texture2D>("Graphics/background"); treesBack.Initialize(Content, "Graphics/trees_dark", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 10); treesFront.Initialize(Content, "Graphics/trees_light", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 20); // sound effects click = Content.Load<SoundEffect>("Sounds/click"); bongo1 = Content.Load<SoundEffect>("Sounds/bongo1"); bongo2 = Content.Load<SoundEffect>("Sounds/bongo2"); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { font = Content.Load <SpriteFont>("Fonts/font"); scaleToReference = (float)GraphicsDevice.Viewport.Width / 800f; halfScreen = Content.Load <Texture2D>("Graphics/halfscreen"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); player = new Player(); player.Initialize(this, Content.Load <Texture2D>("Graphics/caveman"), Vector2.Zero, 100, false, Renderer.AnchorPoint.BottomMiddle); player.collider.SetSize(player.renderer.Texture.Width / 5, (int)(player.renderer.Texture.Height * 0.8f)); player.renderer.AddAnimation("running", player.renderer.Texture, 75, 75, 4, startingRunningSpeed * 2, Color.White, player.transform.Scale.X, true, true, true); player.transform.Position = new Vector2(graphics.GraphicsDevice.Viewport.Width / 4 * scaleToReference, 200 * scaleToReference); player.renderer.SetAnchorPoint(Renderer.AnchorPoint.BottomMiddle); dino = new GameObject(); dino.Initialize(this, Content.Load <Texture2D>("Graphics/trex"), Vector2.UnitX, 1000, false, Renderer.AnchorPoint.BottomMiddle); dino.collider.SetSize(dino.renderer.Texture.Width / 4, dino.renderer.Texture.Height); dino.renderer.AddAnimation("running", dino.renderer.Texture, 436, 300, 4, startingRunningSpeed * 2, Color.White, dino.transform.Scale.X, true, true, true); dino.transform.Position = new Vector2(-dino.collider.Bounds.Width / 2, Platform.bottom * GraphicsDevice.Viewport.Height); dino.renderer.SetAnchorPoint(Renderer.AnchorPoint.BottomMiddle); leftDrum = new Drum(); leftDrum.Initialize(this, halfScreen, Vector2.Zero, 100, true, Renderer.AnchorPoint.TopLeft); leftDrum.transform.Scale = Vector2.One * 2; leftDrum.collider.SetSize(leftDrum.renderer.Texture.Width, leftDrum.renderer.Texture.Height); leftDrum.drumSide = DrumSide.side.LEFT; leftDrum.transform.Position = Vector2.Zero; rightDrum = new Drum(); rightDrum.Initialize(this, halfScreen, Vector2.Zero, 100, true, Renderer.AnchorPoint.TopLeft); rightDrum.transform.Scale = Vector2.One * 2; rightDrum.collider.SetSize(rightDrum.renderer.Texture.Width * 2, rightDrum.renderer.Texture.Height * 2); rightDrum.drumSide = DrumSide.side.RIGHT; rightDrum.transform.Position = new Vector2(GraphicsDevice.Viewport.Width / 2, 0f); // init pools for platorms, "club" collectibles and obstacles platformPool.InitializeObjects(this, Content.Load <Texture2D>("Graphics/grass_fourth"), new Vector2(-1, 0), 1, true, Renderer.AnchorPoint.TopLeft); for (int i = 0; i < 10; i++) { platformPool.ActivateNewObject().transform.Position = new Vector2(platformPool.Objects[0].collider.Bounds.Width * i, GraphicsDevice.Viewport.Height * Platform.bottom); } healthCollectiblePool.InitializeObjects(this, Content.Load <Texture2D>("Graphics/scoreCollectible"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle); obstaclePool.InitializeObjects(this, Content.Load <Texture2D>("Graphics/obstacle"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle, 0.8f); //clubEffectPool.InitializeObjects(this, Content.Load<Texture2D>("Graphics/clubEffect"), Vector2.Zero, 1, true, Renderer.AnchorPoint.BottomMiddle); // background texture and parallaxers background = Content.Load <Texture2D>("Graphics/background"); treesBack.Initialize(Content, "Graphics/trees_dark", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 10); treesFront.Initialize(Content, "Graphics/trees_light", GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 20); // sound effects click = Content.Load <SoundEffect>("Sounds/click"); bongo1 = Content.Load <SoundEffect>("Sounds/bongo1"); bongo2 = Content.Load <SoundEffect>("Sounds/bongo2"); }