public HealthBar(RenderContext context) { for (int i = 0; i < m_Amount; i++) { m_Health = new GameSprite("Textures/GUI/Health_GUI",context); m_Health.Scale(0.5f); m_HealthBar.Add(m_Health); } }
public override void Create(RenderContext context) { m_windParticles = new WindParticleSystem(context, 3); m_windParticles.Initialize(); context.Component.Add(m_windParticles); m_WindIndicator = new GameSprite("Textures/Particles/Smoke", context); //m_WindIndicator = new GameSprite("Textures/Models/D_Default", context); }
protected override void LoadContent() { //MENU //*************** m_MenuManager = new MenuManager(m_RenderContext.ViewPortSize / 2); m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/StartNormal", "Textures/GUI/Buttons/StartOnHover", ButtonName.Start, m_RenderContext)); m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext)); m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext)); m_MenuManager.AddItem(new GUIButton("Textures/GUI/Buttons/ToggleFullscreenNormal", "Textures/GUI/Buttons/ToggleFullscreenOnHover", ButtonName.Fullscreen, m_RenderContext)); //Set the splash screen and hit screen m_MenuManager.BackgroundScreen = new GameSprite("Textures/GUI/BackgroundStartScreen", m_RenderContext); m_MenuManager.SplashScreen = new GameSprite("Textures/GUI/DAEScreen_GUI", m_RenderContext); m_MenuManager.Initialize(m_RenderContext); m_LostMenu = new MenuManager(m_RenderContext.ViewPortSize / 2); m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/ExitNormal", "Textures/GUI/Buttons/ExitOnHover", ButtonName.Exit, m_RenderContext)); m_LostMenu.AddItem(new GUIButton("Textures/GUI/Buttons/RestartNormal", "Textures/GUI/Buttons/RestartOnHover", ButtonName.Restart, m_RenderContext)); m_LostMenu.Initialize(m_RenderContext); //SOUND //***** SoundManager.AddSound("Background", m_RenderContext); // SoundManager.AddSound("ButtonClick", m_RenderContext); //POST PROCESSING //*************** m_BloomPP = new BloomPostProcessing(this); m_RenderContext.Component.Add(m_BloomPP); m_Particles = new WindParticleSystem(m_RenderContext, 7); // m_RenderContext.Component.Add(m_Particles); //GAMESCENE //********* MainScene = new GameScene(); m_Texture = Content.Load<Texture2D>("Textures/Models/D_Default"); m_Sprite = new GameSprite("Textures/Models/D_Default", m_RenderContext); m_Sprite.Scale(0.5f); }
public void Initialize(RenderContext context) { //Create new savedata file if it doesn't exist yet if (!File.Exists(SaveDataFile)) { SaveData data = new SaveData(); data.HighestDistance = 0; XmlWriter.SaveScore(data, SaveDataFile); } SaveScore(); // actually loads the score isActive = true; m_ViewPort = context.GraphicsDevice.Viewport; //Load a font TextRenderer.SetFont(context.Content.Load<SpriteFont>("Font/Standard")); //Create player an set him at center of screen m_StartPos = new Vector2(context.ViewPortSize.X * 0.25f, context.ViewPortSize.Y * 0.25f); m_Player = new Player(context, m_StartPos); m_Player.Initialize(context); m_Player.Translate(m_StartPos); context.Player = m_Player; //Generate a random level m_LevelManager = new LevelManager(); m_LevelManager.Initialize(context); //AddParalaxing backgrounds m_BgManager = new BackgroundManager(context); m_BgManager.AddBackgound(new Background("background", new Vector2(0, 0), 1.0f, false, context)); m_BgManager.AddBackgound(new Background("1", new Vector2(60, 20), 1.0f, false, context)); m_BgManager.AddBackgound(new Background("2", new Vector2(100, 70), 1, false, context)); m_BgManager.AddBackgound(new Background("3", new Vector2(200, 40), 1, false, context)); m_BgManager.AddBackgound(new Background("4", new Vector2(300, 50), 1, false, context)); m_BgManager.AddBackgound(new Background("5", new Vector2(400, 200), 1, false, context)); #if(DEBUG) m_MonoDebug = new DebugViewXNA(context.World); m_MonoDebug.AppendFlags(DebugViewFlags.DebugPanel); m_MonoDebug.DefaultShapeColor = Color.Red; m_MonoDebug.SleepingShapeColor = Color.LightGray; m_MonoDebug.LoadContent(context.GraphicsDevice, context.Content); #endif SoundManager.Play("Background", true); HitScreen = new GameSprite("Textures/GUI/hit", context); PickScreen = new GameSprite("Textures/GUI/pickupHit", context); }