Exemple #1
0
        //private BrainMapMarker currentMapMarker = null;
        public BrainMapManager(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, InputManager controls, Vector2 position)
        {
            this.audioManager = audioManager;
            bg = new Sprite(spriteBatch, game, Constants.BRAIN_MAP_BG);
            mapList = new List<BrainMapMarker>();

            List<BrainMapMarker> tmpList = new List<BrainMapMarker>();
            /*mapList.Add(tmpList);
            tmpList = new List<BrainMapMarker>();
            mapList.Add(tmpList);
            tmpList = new List<BrainMapMarker>();
            mapList.Add(tmpList);*/

            menuManager = new MenuManager(controls);
            ImageButton button = new ImageButton(spriteBatch, game, controls, new Vector2((float)Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f - 150, (float)Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 200), Constants.GUI_CLEANSE, "cleanse");
            button.onClick += new ImageButton.ButtonEventHandler(OnButtonPress);
            menuManager.AddButton(button);
            button = new ImageButton(spriteBatch, game, controls, new Vector2((float)Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f + 150, (float)Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 200), Constants.GUI_BACK, "back");
            button.onClick += new ImageButton.ButtonEventHandler(OnButtonPress);
            menuManager.AddButton(button);
            menuManager.initialize();
            fadeinOut = new FadeInOut(spriteBatch, game, 100);
            this.position = position;
            offset = new Vector2((float)bg.X * 0.5f, (float)bg.Y *0.5f);
            this.controls = controls;
        }
Exemple #2
0
 public State(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, InputManager controls, string id)
 {
     this.id = id;
     this.spriteBatch = spriteBatch;
     this.audio = audioManager;
     this.game = game;
     this.controls = controls;
 }
Exemple #3
0
 public TutorialManager(SpriteBatch spriteBatch, Soul game, SpriteFont spriteFont, InputManager inputManager)
 {
     this.tutorialList = new List<TutorialBase>();
     this.spriteBatch = spriteBatch;
     this.game = game;
     this.spriteFont = spriteFont;
     this.inputManager = inputManager;
 }
Exemple #4
0
 public MenuStateManager(SpriteBatch spriteBatch, Soul game, GraphicsDeviceManager graphics, LinkedList<DisplayMode> displayModes, InputManager inputManager, AudioManager audioManager)
 {
     menu = new Dictionary<string, MenuManager>();
     this.spriteBatch = spriteBatch;
     this.game = game;
     this.inputManager = inputManager;
     this.audioManager = audioManager;
     this.graphics = graphics;
     this.displayModes = displayModes;
 }
Exemple #5
0
 public ImageButton(SpriteBatch spriteBatch, Soul game, InputManager controls, Vector2 position, string filename, string id)
     : base(id)
 {
     this.controls = controls;
     this.position = position;
     button = new Sprite(spriteBatch, game, filename);
     hover = new Sprite(spriteBatch, game, Constants.MENU_HOVER);
     offset = button.Dimension * 0.5f;
     glowOffset = hover.Dimension * 0.5f;
     glowOffset.Y -= 6f;
 }
Exemple #6
0
 public BrainMapMarker(SpriteBatch spriteBatch, Soul game, InputManager controls, Vector2 position, string filename, string id, bool cleansed)
     : base(id)
 {
     this.cleansed = cleansed;
     marker = new Sprite(spriteBatch, game, filename);
     this.controls = controls;
     this.position = position;
     offset = new Vector2((float)marker.X * 0.5f, (float)marker.Y * 0.5f);
     status = new Sprite(spriteBatch, game, Constants.BRAIN_MAP_STATUS);
     if (cleansed == true)
     {
         statusSecond = new Sprite(spriteBatch, game, Constants.BRAIN_MAP_CLEANSED);
         glowFX = new GlowFX(game, Constants.FLASH_EFFECT_GREEN_FILENAME, 0.01f, .4f, .8f);
     }
     else
     {
         statusSecond = new Sprite(spriteBatch, game, Constants.BRAIN_MAP_INFECTED);
         glowFX = new GlowFX(game, Constants.FLASH_EFFECT_RED_FILENAME, 0.01f, .4f, .8f);
     }
 }
Exemple #7
0
 public MenuState(SpriteBatch spriteBatch, Soul game, GraphicsDeviceManager graphics, LinkedList<DisplayMode> displayModes, AudioManager audioManager, InputManager controls, string id)
     : base(spriteBatch, game, audioManager, controls, id)
 {
     this.graphics = graphics;
     this.displayModes = displayModes;
 }
Exemple #8
0
 public IntroState(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, InputManager controls, string id)
     : base(spriteBatch, game, audioManager, controls, id)
 {
 }
Exemple #9
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        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // Intro sounds
            audioManager.addEffect(audioList.getValue("Intro", "startup"), "intro_startup");

            // Main Menu Sounds
            audioManager.addEffect(audioList.getValue("MainMenu", "move"), "menu_move");
            audioManager.addEffect(audioList.getValue("MainMenu", "select"), "menu_select");
            audioManager.addEffect(audioList.getValue("MainMenu", "start"), "menu_start");
            audioManager.addSong(audioList.getValue("MainMenu", "music"), "menu_music");

            // World Map Sounds
            audioManager.addEffect(audioList.getValue("WorldMap", "select"), "map_select");
            audioManager.addEffect(audioList.getValue("WorldMap", "move"), "map_move");
            audioManager.addEffect(audioList.getValue("WorldMap", "selectMap"), "map_select_map");
            audioManager.addEffect(audioList.getValue("WorldMap", "back"), "map_back");
            audioManager.addSong(audioList.getValue("WorldMap", "music"), "map_music");

            // In Game Sounds
            audioManager.addEffect(audioList.getValue("InGame", "player_shoot"), "player_shoot");
            audioManager.addEffect(audioList.getValue("InGame", "player_die"), "player_die");
            audioManager.addEffect(audioList.getValue("InGame", "player_powerup_pickup"), "player_powerup_pickup");
            audioManager.addEffect(audioList.getValue("InGame", "dark_thought_shoot"), "dark_thought_shoot");
            audioManager.addEffect(audioList.getValue("InGame", "dark_thought_die"), "dark_thought_die");
            audioManager.addEffect(audioList.getValue("InGame", "red_bloodvessel_die"), "red_bloodvessel_die");
            audioManager.addEffect(audioList.getValue("InGame", "blue_bloodvessel_die"), "blue_bloodvessel_die");
            audioManager.addEffect(audioList.getValue("InGame", "purple_bloodvessel_die"), "purple_bloodvessel_die");
            audioManager.addEffect(audioList.getValue("InGame", "nightmare_die"), "nightmare_die");
            audioManager.addEffect(audioList.getValue("InGame", "nightmare_hit"), "nightmare_hit");
            audioManager.addEffect(audioList.getValue("InGame", "inner_demon_die"), "inner_demon_die");
            audioManager.addEffect(audioList.getValue("InGame", "lesser_demon_spawn"), "lesser_demon_spawn");
            audioManager.addEffect(audioList.getValue("InGame", "lesser_demon_die"), "lesser_demon_die");
            audioManager.addEffect(audioList.getValue("InGame", "dark_whisper_die"), "dark_whisper_die");
            audioManager.addEffect(audioList.getValue("InGame", "dark_whisper_release_spikes"), "release_spikes");
            audioManager.addEffect(audioList.getValue("InGame", "pause_appear"), "pause_appear");
            audioManager.addSong(audioList.getValue("InGame", "music"), "main_music");
            audioManager.addSong(audioList.getValue("InGame", "music_secondary"), "secondary_music");

            stateManager = new StateManager();

            controls = new InputManager(this);
            State state = new IntroState(spriteBatch, this, audioManager, controls, "IntroState");
            stateManager.AddState(state);
            state = new MenuState(spriteBatch, this, graphics, displayModes, audioManager, controls, "MenuState");
            stateManager.AddState(state);
            state = new CreditsState(spriteBatch, this, audioManager, controls, "CreditsState");
            stateManager.AddState(state);
            state = new WorldMapState(spriteBatch, this, audioManager, controls, "WorldMapState");
            stateManager.AddState(state);
            state = new PlayState(spriteBatch, this, audioManager, controls, "PlayState");
            stateManager.AddState(state);
            state = new WarningState(spriteBatch, this, audioManager, controls, "WarningState");
            stateManager.AddState(state);
            stateManager.SetState(config.getValue("General", "StartState"));
        }
Exemple #10
0
 public Level(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, EntityManager entityManager, Player player, InputManager controls, string filename, string id)
 {
     this.spriteBatch = spriteBatch;
     this.game = game;
     this.entityManager = entityManager;
     this.id = id;
     this.controls = controls;
     levelReader = new LevelReader(filename, game);
     this.player = player;
     font = game.Content.Load<SpriteFont>("GUI\\Extrafine");
     this.audioManager = audioManager;
 }
Exemple #11
0
        public Player(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, string alias, EntityManager entityManager, InputManager controls)
            : base(spriteBatch, game, Constants.PLAYER_FILENAME, new Vector2(Constants.PLAYER_WIDTH, Constants.PLAYER_HEIGHT), alias, EntityType.PLAYER)
        {
            audio = audioManager;
            this.entityManager = entityManager;
            this.controls = controls;
            weapon = new PlayerWeapon(spriteBatch, game, (int)dimension.Y);
            weapon.Damage = damage;
            acceleration = new Vector2 (Constants.PLAYER_ACCELERATION);
            animationState = (int)PlayerAnimationState.IDLE;
            hitFx = new HitFX(game);
            warningGlow = new GlowFX(game, Constants.FLASH_EFFECT_RED_FILENAME, 0.05f, 0.1f, 0.9f);
            this.animation.FrameRate = 30;
            this.maxDeathLightDecay = int.Parse(game.lighting.getValue("PlayerDeath", "MaxDecay"));
            this.maxDeathPower = float.Parse(game.lighting.getValue("PlayerDeath", "MaxPower"));
            this.deathDecayScaleUp = int.Parse(game.lighting.getValue("PlayerDeath", "DecayScaleUp"));
            this.deathDecayScaleDown = int.Parse(game.lighting.getValue("PlayerDeath", "DecayScaleDown"));
            this.deathPowerScaleUp = float.Parse(game.lighting.getValue("PlayerDeath", "PowerScaleUp"));
            this.deathPowerScaleDown = float.Parse(game.lighting.getValue("PlayerDeath", "PowerScaleDown"));
            this.secondExplosionLight = int.Parse(game.lighting.getValue("PlayerDeath", "SecondExplosionLightSize"));
            this.secondExplosionLightScalar = int.Parse(game.lighting.getValue("PlayerDeath", "SecondExplosionLightScalar"));
            this.secondExplosionPower = float.Parse(game.lighting.getValue("PlayerDeath", "SecondExplosionPower"));
            this.secondExplosionPwrScalar = float.Parse(game.lighting.getValue("PlayerDeath", "SecondExplosionPowerScalar"));
            this.fadeOutLight = int.Parse(game.lighting.getValue("PlayerDeath", "FadeOutLightScalar"));
            this.fadeOutPower = float.Parse(game.lighting.getValue("PlayerDeath", "FadeOutPowerScalar"));
            this.healthLightMaxRadius = int.Parse(game.lighting.getValue("PlayerHealthLight", "MaxRadius"));
            this.healthLightMinRadius = int.Parse(game.lighting.getValue("PlayerHealthLight", "MinRadius"));
            this.playerMaxSpeed = float.Parse(game.constants.getValue("PLAYER", "SPEED"));
            this.healthPowerup = int.Parse(game.constants.getValue("HEALTH_POWERUP", "HEALTH"));
            this.tutorial = bool.Parse(game.config.getValue("General", "Tutorial"));
            this.animation.playOnce = true;
            this.animation.FrameRate = 150;
            this.currentHealthRadi = healthLightMaxRadius;
            this.playerHealthLight = new PlayerHealthLight(game, health);
            this.spriteFont = game.Content.Load<SpriteFont>(Constants.GUI_FONT);

            string key = game.config.getValue("Controls", "Shoot");

            if (key == "Space")
            {
                lesserDemonTut = new TutorialString(spriteBatch, game, "shoot", spriteFont, key, Constants.TUTORIAL_BUTTON_FRAME_XLLARGE, new Vector2(120.0f, 0f));
            }
            else if (key == "Enter")
            {
                lesserDemonTut = new TutorialSprite(spriteBatch, game, "shoot", Constants.TUTORIAL_BUTTON_ENTER, Constants.TUTORIAL_BUTTON_FRAME_ENTER, new Vector2(120.0f, 0f));
            }
            else if (key == "LeftShift" || key == "RightShift" || key == "LeftAlt" || key == "RightAlt")
            {
                lesserDemonTut = new TutorialSprite(spriteBatch, game, "shoot", Constants.TUTORIAL_BUTTON_SHIFT, Constants.TUTORIAL_BUTTON_FRAME_LARGE, new Vector2(120.0f, 0f));
            }
            else
            {
                lesserDemonTut = new TutorialString(spriteBatch, game, "shoot", spriteFont, key, Constants.TUTORIAL_BUTTON_FRAME, new Vector2(120.0f, 0f));
            }

            pointLight = new PointLight()
            {
                Color = new Vector4(float.Parse(game.lighting.getValue("PlayerLight", "ColorR")), float.Parse(game.lighting.getValue("PlayerLight", "ColorG")), float.Parse(game.lighting.getValue("PlayerLight", "ColorB")), float.Parse(game.lighting.getValue("PlayerLight", "ColorA"))),
                Power = float.Parse(game.lighting.getValue("PlayerLight", "Power")),
                LightDecay = int.Parse(game.lighting.getValue("PlayerLight", "LightDecay")),
                Position = new Vector3(0f, 0f, float.Parse(game.lighting.getValue("PlayerLight", "ZPosition"))),
                IsEnabled = true,
                renderSpecular = bool.Parse(game.lighting.getValue("PlayerLight", "Specular"))
            };
        }