Exemple #1
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            fontLoader  = new FontLoader(Content);
            playing     = new PlayingStateClass(graphics, GraphicsDevice, Content);
            titleScreen = new TitleScreenClass(Content, GraphicsDevice, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            loading     = new LoadingScreenClass(Content, null, false);

            Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);

            menu = new MainMenuStateClass(Content, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);

            ChangeGameState(CurrentGameState);

            buttonSound      = Content.Load <SoundEffect>("Sounds/button");
            buttonClickSound = Content.Load <SoundEffect>("Sounds/buttonClick");
            backSound        = Content.Load <SoundEffect>("Sounds/back");
        }
        public void Draw(SpriteBatch spriteBatch, GraphicsDeviceManager graphics, GameTime gameTime, FontLoader fontLoader)
        {
            if (gameTime.TotalGameTime.TotalMilliseconds <= LoadingTime + TimeBeforeUserCanContinue)
                loading.Draw(graphics, spriteBatch);

            else if (!(timePressed.TotalMilliseconds < DummyTimeSpan.TotalMilliseconds) && !isGoingToMenu)
            {
                spriteBatch.Begin();

                //if (!didClick) { Game1.PlaySound("back"); didClick = true; }
                string output = "Press Any Key";
                SpriteFont font = fontLoader.GetFont("OpenSans", false, 14);
                spriteBatch.DrawString(font, output, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight * 40 / 55), Color.White, 0, font.MeasureString(output) / 2, 1.2f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0);

                blackTex.SetData(new Color[] { new Color(0, 0, 0, PressAlpha) });
                spriteBatch.Draw(blackTex, new Rectangle(0, 0, 1000000, 20000000), Color.Black);
                spriteBatch.Draw(Title, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight * 9 / 10) / 2, null, Color.White, 0, new Vector2(650, 332) / 2, 1.3f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0);

                spriteBatch.End();
            }

            if (isGoingToMenu)
            {
                spriteBatch.Begin();
                if (logoAnimation.TotalMilliseconds >= timeBeforeMoving)
                {
                    logoAnim.Update(gameTime.ElapsedGameTime);
                }

                spriteBatch.Draw(logo, logoAnim.GetV2(0), null, Color.White * MathHelper.Clamp((float)logoAnimation.TotalMilliseconds / logoFadeInTime, 0, 1), 0, logoOrigin, logoAnim.GetV2(1), SpriteEffects.None, 0);
                spriteBatch.End();
            }

            graphics.GraphicsDevice.BlendState = BlendState.Opaque;
            graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
        }
Exemple #3
0
        public void Draw(SpriteBatch spriteBatch, GraphicsDeviceManager graphics, GameTime gameTime, FontLoader fontLoader)
        {
            if (gameTime.TotalGameTime.TotalMilliseconds <= LoadingTime + TimeBeforeUserCanContinue)
            {
                loading.Draw(graphics, spriteBatch);
            }

            else if (!(timePressed.TotalMilliseconds < DummyTimeSpan.TotalMilliseconds) && !isGoingToMenu)
            {
                spriteBatch.Begin();

                //if (!didClick) { Game1.PlaySound("back"); didClick = true; }
                string     output = "Press Any Key";
                SpriteFont font   = fontLoader.GetFont("OpenSans", false, 14);
                spriteBatch.DrawString(font, output, new Vector2(graphics.PreferredBackBufferWidth / 2, graphics.PreferredBackBufferHeight * 40 / 55), Color.White, 0, font.MeasureString(output) / 2, 1.2f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0);

                blackTex.SetData(new Color[] { new Color(0, 0, 0, PressAlpha) });
                spriteBatch.Draw(blackTex, new Rectangle(0, 0, 1000000, 20000000), Color.Black);
                spriteBatch.Draw(Title, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight * 9 / 10) / 2, null, Color.White, 0, new Vector2(650, 332) / 2, 1.3f * ((ResOffset.X + ResOffset.Y) / 2), SpriteEffects.None, 0);

                spriteBatch.End();
            }

            if (isGoingToMenu)
            {
                spriteBatch.Begin();
                if (logoAnimation.TotalMilliseconds >= timeBeforeMoving)
                {
                    logoAnim.Update(gameTime.ElapsedGameTime);
                }

                spriteBatch.Draw(logo, logoAnim.GetV2(0), null, Color.White * MathHelper.Clamp((float)logoAnimation.TotalMilliseconds / logoFadeInTime, 0, 1), 0, logoOrigin, logoAnim.GetV2(1), SpriteEffects.None, 0);
                spriteBatch.End();
            }

            graphics.GraphicsDevice.BlendState        = BlendState.Opaque;
            graphics.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
        }
Exemple #4
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            fontLoader = new FontLoader(Content);
            playing = new PlayingStateClass(graphics, GraphicsDevice, Content);
            titleScreen = new TitleScreenClass(Content, GraphicsDevice, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            loading = new LoadingScreenClass(Content, null, false);

            Mouse.SetPosition(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2);

            menu = new MainMenuStateClass(Content, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), true);

            ChangeGameState(CurrentGameState);

            buttonSound = Content.Load<SoundEffect>("Sounds/button");
            buttonClickSound = Content.Load<SoundEffect>("Sounds/buttonClick");
            backSound = Content.Load<SoundEffect>("Sounds/back");
        }
        public void Draw(SpriteBatch spriteBatch, FontLoader fontLoader, GraphicsDeviceManager graphics, GameTime gametime)
        {
            #region mirror
            if (isOnScreen(b, camera.view * camera.projection))
            {
                device.SetRenderTarget(rt);
                device.Clear(Color.Black);

                Vector3 camerafinalPosition = camera.GetFinalPosition();

                Vector3 vectorToMirror = mirrorPos_Middle - camera.position;
                Vector3 mirrorReflectionVector = vectorToMirror - 2 * (Vector3.Dot(vectorToMirror, room.mirror.mirrorNormal)) * room.mirror.mirrorNormal;

                Matrix mirrorLookAt = Matrix.CreateLookAt(mirrorPos_Middle, mirrorReflectionVector, Vector3.Up) * Matrix.CreateScale(3, 1, 1);

                room.DrawRoom(mirrorLookAt, camera.projection, camera.position, camera.characterOffset, camera.isCrouched, showBoundingBox, camera.isAnimating);
                camera.DrawCharacter(mirrorLookAt);

                device.SetRenderTarget(null);
            }
            #endregion

            device.BlendState = BlendState.Opaque;
            device.RasterizerState = RasterizerState.CullCounterClockwise;

            room.DrawRoom(camera.view, camera.projection, camera.position, camera.characterOffset, camera.isCrouched, showBoundingBox, camera.isAnimating);
            room.mirror.Draw((Texture2D)rt, camera.view, camera.projection);

            UpdateFrameRate(gametime);

            teleporter.Draw(camera.view, camera.projection, device);

            #region blink
            spriteBatch.Begin();
            spriteBatch.Draw(BlackTexture, new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight), Color.White * ((float)MathHelper.Clamp(blink.GetFloat(0), 0, 255) / 255f));
            spriteBatch.End();
            device.BlendState = BlendState.Opaque;
            device.DepthStencilState = DepthStencilState.Default;
            #endregion

            #region fps
            if (showFPS)
            {
                spriteBatch.Begin();
                string output = frameRate + " FPS";
                spriteBatch.DrawString(fontLoader.GetFont("OpenSans", false, 14), output, new Vector2(6, 3), Color.Black, 0, Vector2.Zero, 1.0f, SpriteEffects.None, 0);
                spriteBatch.End();

                device.BlendState = BlendState.Opaque;
                device.DepthStencilState = DepthStencilState.Default;
            }
            #endregion
        }