Esempio n. 1
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        /// <summary>
        /// initializes this screen. 
        /// play a BGM sound.
        /// </summary>
        public override void InitializeScreen()
        {            
            this.activeElapsedTime = TimeSpan.Zero;

            //  creates a 2D layer.
            FrameworkCore.RenderContext.CreateScene2DLayer(1);
            this.refScene2DRoot = FrameworkCore.Scene2DLayers[0];
            
            this.refScene2DRoot.AddChild(this.spriteMain);
            spriteObjMain = this.spriteMain.AddSprite(0, "MainTitle");
            
            this.refScene2DRoot.AddChild(this.spriteButton);

            //  Initialize start button
            spriteObjStartButton = this.spriteButton.AddSprite(0, "Start Button");
            AddMenuEntry(spriteObjStartButton); //  Entry a start button

            //  Initialize versus button
            spriteObjVersusButton = this.spriteButton.AddSprite(1, "Versus Button");
            AddMenuEntry(spriteObjVersusButton);//  Entry a versus button

            //  Initialize exit button
            spriteObjExitButton = this.spriteButton.AddSprite(2, "Exit Button");
            AddMenuEntry(spriteObjExitButton);  //  Entry a exit button

            //  calculates all image size.
            OnSize();

            //  play the title music.
            GameSound.Play(SoundTrack.MainTitle);

            //  play an open menu sound.
            GameSound.Play(SoundTrack.MenuOpen);
        }
Esempio n. 2
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        /// <summary>
        /// initializes this screen.
        /// play a BGM sound.
        /// </summary>
        public override void InitializeScreen()
        {
            this.activeElapsedTime = TimeSpan.Zero;

            //  creates a 2D layer.
            FrameworkCore.RenderContext.CreateScene2DLayer(1);
            this.refScene2DRoot = FrameworkCore.Scene2DLayers[0];

            this.refScene2DRoot.AddChild(this.spriteMain);
            spriteObjMain = this.spriteMain.AddSprite(0, "MainTitle");

            this.refScene2DRoot.AddChild(this.spriteButton);

            //  Initialize start button
            spriteObjStartButton = this.spriteButton.AddSprite(0, "Start Button");
            AddMenuEntry(spriteObjStartButton); //  Entry a start button

            //  Initialize versus button
            spriteObjVersusButton = this.spriteButton.AddSprite(1, "Versus Button");
            AddMenuEntry(spriteObjVersusButton);//  Entry a versus button

            //  Initialize exit button
            spriteObjExitButton = this.spriteButton.AddSprite(2, "Exit Button");
            AddMenuEntry(spriteObjExitButton);  //  Entry a exit button

            //  calculates all image size.
            OnSize();

            //  play the title music.
            GameSound.Play(SoundTrack.MainTitle);

            //  play an open menu sound.
            GameSound.Play(SoundTrack.MenuOpen);
        }
Esempio n. 3
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="instanceCount">creating instance count</param>
        /// <param name="textureFileName">texture file name</param>
        public TracerBullets(int id, int instanceCount, string textureFileName,
                             GameSceneNode sceneParent)
        {
            this.id = id;

            textureResource = FrameworkCore.ResourceManager.LoadTexture(textureFileName);

            bullets = new BulletObject[instanceCount];

            //  Create instance bullets
            for (int i = 0; i < bullets.Length; i++)
            {
                bullets[i] = new BulletObject(i);
            }

            tracerBulletBillboard = new GameBillboard();
            tracerBulletBillboard.Create(instanceCount, textureResource.Texture2D,
                                         RenderingSpace.World, false);

            tracerBulletBillboard.SourceBlend            = Blend.SourceAlpha;
            tracerBulletBillboard.DestinationBlend       = Blend.One;
            tracerBulletBillboard.BlendFunction          = BlendFunction.Add;
            tracerBulletBillboard.AlphaBlendEnable       = true;
            tracerBulletBillboard.DepthBufferEnable      = true;
            tracerBulletBillboard.DepthBufferWriteEnable = false;
            tracerBulletBillboard.DepthBufferFunction    = CompareFunction.Less;
            tracerBulletBillboard.AlphaFunction          = CompareFunction.Greater;
            tracerBulletBillboard.CullMode = CullMode.None;

            sceneParent.AddChild(tracerBulletBillboard);
        }
Esempio n. 4
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        public void SetAction(float time, GameSceneNode owner, bool visibledOwner)
        {
            this.actionTime = time;
            this.owner = owner;

            this.owner.Enabled = false;
            this.owner.Visible = visibledOwner;
        }
Esempio n. 5
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        public void SetAction(float time, GameSceneNode owner, bool visibledOwner)
        {
            this.actionTime = time;
            this.owner      = owner;

            this.owner.Enabled = false;
            this.owner.Visible = visibledOwner;
        }
        /// <summary>
        /// initializes this screen.
        /// </summary>
        public override void InitializeScreen()
        {
            this.activeElapsedTime = TimeSpan.Zero;

            //  Create a 2D layer
            FrameworkCore.RenderContext.CreateScene2DLayer(1);
            this.refScene2DRoot = FrameworkCore.Scene2DLayers[0];

            //  Play a title music
            GameSound.Play(SoundTrack.ReadyRoom);

            SetHorizontalEntryIndex(0, 0);
            SetHorizontalEntryIndex(1, 1);

            focusIndex[0] = 0;      //  default set
            focusIndex[1] = 1;      //  default set

            this.refScene2DRoot.AddChild(this.spriteBG);
            spriteObjBG = this.spriteBG.AddSprite(0, "Versus bg image");

            this.refScene2DRoot.AddChild(this.spriteSelect);
            spriteObjSelectMech = new Sprite2DObject[4];

            //  Create the Grund image
            spriteObjSelectMech[0] = this.spriteSelect.AddSprite(0, "Grund");

            //  Create the Mark image
            spriteObjSelectMech[1] = this.spriteSelect.AddSprite(1, "Mark");

            //  Create the Kiev image
            spriteObjSelectMech[2] = this.spriteSelect.AddSprite(2, "Kiev");

            //  Create the Yager image
            spriteObjSelectMech[3] = this.spriteSelect.AddSprite(3, "Yager");

            //  Entry select player image
            AddMenuEntry(spriteObjSelectMech[0]);
            AddMenuEntry(spriteObjSelectMech[1]);
            AddMenuEntry(spriteObjSelectMech[2]);
            AddMenuEntry(spriteObjSelectMech[3]);

            this.refScene2DRoot.AddChild(this.spriteTextImage);

            //  Create the VS image
            spriteObjVersus = this.spriteTextImage.AddSprite(0, "VS text");

            //  1P image
            spriteObjSelectCursor[0] = this.spriteTextImage.AddSprite(1, "1P");

            //  2P image
            spriteObjSelectCursor[1] = this.spriteTextImage.AddSprite(2, "2P");

            //  Calculate all image size
            OnSize();

            //  Play a open menu sound
            GameSound.Play(SoundTrack.MenuOpen);
        }
Esempio n. 7
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        /// <summary>
        /// create a bullet group and create bullet instances.
        /// </summary>
        /// <param name="id">bullet group id</param>
        /// <param name="instanceCount">object count</param>
        /// <param name="textureFileName">bullet texture file</param>
        /// <param name="sceneParent">3D scene parent node</param>
        public void AddBulletInstance(int id, int instanceCount, string textureFileName, 
                        GameSceneNode sceneParent)
        {
            if (activeOn == false) return;

            TracerBullets defaultBullet = new TracerBullets(id, instanceCount, 
                                                        textureFileName, sceneParent);

            tracerBullets.Add( defaultBullet);            
        }
Esempio n. 8
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        /// <summary>
        /// Set area event
        /// </summary>
        /// <param name="position">The position of this event</param>
        /// <param name="radius">The radius of this event</param>
        /// <param name="owner">The scene owner of this event</param>
        /// <param name="visibledOwner">
        /// Visibility of the scene owner before start this event
        /// </param>
        public void SetAction(Vector3 position, float radius,
                              GameSceneNode owner, bool visibledOwner)
        {
            this.actionPosition = position;
            this.actionRadius   = radius;

            this.owner         = owner;
            this.owner.Enabled = false;
            this.owner.Visible = visibledOwner;
        }
Esempio n. 9
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        /// <summary>
        /// Set area event
        /// </summary>
        /// <param name="position">The position of this event</param>
        /// <param name="radius">The radius of this event</param>
        /// <param name="owner">The scene owner of this event</param>
        /// <param name="visibledOwner">
        /// Visibility of the scene owner before start this event
        /// </param>
        public void SetAction(Vector3 position, float radius,
                              GameSceneNode owner, bool visibledOwner)
        {
            this.actionPosition = position;
            this.actionRadius = radius;

            this.owner = owner;
            this.owner.Enabled = false;
            this.owner.Visible = visibledOwner;
        }
Esempio n. 10
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        public GameSceneNode AddChild(GameVpObject gameVpObject)
        {
            var node = new GameSceneNode(_gameInstance)
            {
                GameVpObject = gameVpObject,
                ParentNode   = this
            };

            ChildNodes.Add(gameVpObject.Id, new GameSceneNode(_gameInstance));
            return(node);
        }
Esempio n. 11
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        /// <summary>
        /// initializes this screen. 
        /// </summary>
        public override void InitializeScreen()
        {
            //  creates a 2D layer.
            FrameworkCore.RenderContext.CreateScene2DLayer(1);
            this.refScene2DRoot = FrameworkCore.Scene2DLayers[0];

            this.refScene2DRoot.AddChild(this.spriteBG);
            this.refScene2DRoot.AddChild(this.spriteLoadingText);

            //  loading image.
            {
                loadingSprite = this.spriteBG.AddSprite(0, "Loading screen");

                //  Matching logo image size with screen size.
                loadingSprite.ScreenSize = new Vector2(FrameworkCore.ViewWidth,
                                                       FrameworkCore.ViewHeight);

                float aspect = (float)FrameworkCore.ViewWidth /
                               (float)FrameworkCore.ViewHeight;

                if (1.6f > aspect) // no wide screen
                {
                    int recalcWidth = (int)(aspect / 1.6f *
                                            this.spriteBG.TextureResource.Width);

                    loadingSprite.SourceRectangle = new Rectangle(
                        ((this.spriteBG.TextureResource.Width - recalcWidth) / 2) - 140,
                        0,
                        recalcWidth,
                        this.spriteBG.TextureResource.Height);
                }
            }

            //  loading text.
            {
                spriteObjNowLoading = 
                        this.spriteLoadingText.AddSprite(0, "Loading text");

                spriteObjNowLoading.SourceRectangle = new Rectangle(362, 64, 333, 57);
                spriteObjNowLoading.Visible = true;

                spriteObjPressToContinue = 
                        this.spriteLoadingText.AddSprite(1, "Press A to Continue");

                spriteObjPressToContinue.SourceRectangle = 
                    new Rectangle(170, 139, 653, 76);
                spriteObjPressToContinue.Visible = false;
            }

            //  Calculate all image size
            OnSize();
        }
Esempio n. 12
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        /// <summary>
        /// initializes this screen.
        /// </summary>
        public override void InitializeScreen()
        {
            //  creates a 2D layer.
            FrameworkCore.RenderContext.CreateScene2DLayer(1);
            this.refScene2DRoot = FrameworkCore.Scene2DLayers[0];

            this.refScene2DRoot.AddChild(this.spriteBG);
            this.refScene2DRoot.AddChild(this.spriteLoadingText);

            //  loading image.
            {
                loadingSprite = this.spriteBG.AddSprite(0, "Loading screen");

                //  Matching logo image size with screen size.
                loadingSprite.ScreenSize = new Vector2(FrameworkCore.ViewWidth,
                                                       FrameworkCore.ViewHeight);

                float aspect = (float)FrameworkCore.ViewWidth /
                               (float)FrameworkCore.ViewHeight;

                if (1.6f > aspect) // no wide screen
                {
                    int recalcWidth = (int)(aspect / 1.6f *
                                            this.spriteBG.TextureResource.Width);

                    loadingSprite.SourceRectangle = new Rectangle(
                        ((this.spriteBG.TextureResource.Width - recalcWidth) / 2) - 140,
                        0,
                        recalcWidth,
                        this.spriteBG.TextureResource.Height);
                }
            }

            //  loading text.
            {
                spriteObjNowLoading =
                    this.spriteLoadingText.AddSprite(0, "Loading text");

                spriteObjNowLoading.SourceRectangle = new Rectangle(362, 64, 333, 57);
                spriteObjNowLoading.Visible         = true;

                spriteObjPressToContinue =
                    this.spriteLoadingText.AddSprite(1, "Press A to Continue");

                spriteObjPressToContinue.SourceRectangle =
                    new Rectangle(170, 139, 653, 76);
                spriteObjPressToContinue.Visible = false;
            }

            //  Calculate all image size
            OnSize();
        }
        /// <summary>
        /// create a bullet group and create bullet instances.
        /// </summary>
        /// <param name="id">bullet group id</param>
        /// <param name="instanceCount">object count</param>
        /// <param name="textureFileName">bullet texture file</param>
        /// <param name="sceneParent">3D scene parent node</param>
        public void AddBulletInstance(int id, int instanceCount, string textureFileName,
                                      GameSceneNode sceneParent)
        {
            if (activeOn == false)
            {
                return;
            }

            TracerBullets defaultBullet = new TracerBullets(id, instanceCount,
                                                            textureFileName, sceneParent);

            tracerBullets.Add(defaultBullet);
        }
Esempio n. 14
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        /// <summary>
        /// Constructs a new screen manager component.
        /// </summary>
        public GameScreenManager(Game game)
            : base(game)
        {
            scene2DFadeRoot = FrameworkCore.Scene2DFadeLayer;
            fadeSprite      = new GameSprite2D();

            scene2DFadeRoot.AddChild(fadeSprite);

            //  Controller
            screenInput[0] = new GameScreenInput(PlayerIndex.One);
            screenInput[1] = new GameScreenInput(PlayerIndex.Two);
            screenInput[2] = new GameScreenInput(PlayerIndex.Three);
            screenInput[3] = new GameScreenInput(PlayerIndex.Four);
        }
Esempio n. 15
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        /// <summary>
        /// Constructor.
        /// </summary>
        public GameLevel()
        {
            this.SceneWorldRoot      = new GameSceneNode();
            this.SceneWorldRoot.Name = "Scene World Root";

            this.SceneMechRoot      = new GameSceneNode();
            this.SceneMechRoot.Name = "Scene Mech Root";

            this.sceneParticleRoot               = new GameSceneNode();
            this.sceneParticleRoot.Name          = "Scene Particles Root";
            this.sceneParticleRoot.OrderWhenDraw =
                GameSceneNode.DrawOrderType.Descending;

            this.sceneCollisionRoot         = new GameSceneNode();
            this.sceneCollisionRoot.Name    = "Scene Collisions Root";
            this.sceneCollisionRoot.Visible = false;
        }
Esempio n. 16
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        /// <summary>
        /// Constructor.
        /// </summary>
        public MessageBoxScreen(string message)
        {
            IsPopup = true;

            this.message = message;

            TransitionOnTime  = TimeSpan.FromSeconds(0.2f);
            TransitionOffTime = TimeSpan.FromSeconds(0.2f);

            //  Create messagebox font
            this.messageFont = FrameworkCore.FontManager.CreateFont("MessageFont",
                                                                    "Font/RobotGame_font");

            this.controls = "\n(A) button OK\n(B) button Cancel";

            this.refScene2DTopRoot = FrameworkCore.Scene2DTopLayer;
        }
Esempio n. 17
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        /// <summary>
        /// Constructor.
        /// </summary>
        public MessageBoxScreen(string message)
        {        
            IsPopup = true;

            this.message = message;

            TransitionOnTime = TimeSpan.FromSeconds(0.2f);
            TransitionOffTime = TimeSpan.FromSeconds(0.2f);

            //  Create messagebox font
            this.messageFont = FrameworkCore.FontManager.CreateFont("MessageFont", 
                "Font/RobotGame_font");

            this.controls = "\n(A) button OK\n(B) button Cancel";
          
            this.refScene2DTopRoot = FrameworkCore.Scene2DTopLayer;
        }
Esempio n. 18
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        /// <summary>
        /// removes every scene node and scene layer that have been attached to
        /// the scene root node.
        /// </summary>
        /// <param name="disposing"></param>
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                if (spriteBatch != null)
                {
                    spriteBatch.Dispose();
                    spriteBatch = null;
                }
            }

            ClearScene3DRoot(disposing);
            ClearScene2DLayer(disposing);
            ClearScene2DOverlay(disposing);

            scene3DRoot = null;

            base.Dispose(disposing);
        }
Esempio n. 19
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        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="game">game</param>
        public RenderContext(Game game)
            : base(game)
        {
            //  Create scene root nodes
            scene2DLayer   = new List <GameSceneNode>();
            scene2DOverlay = new List <GameSceneNode>();

            GameSceneNode SceneFade = new GameSceneNode();

            SceneFade.Name = "Scene2DFadeRoot";

            GameSceneNode SceneTop = new GameSceneNode();

            SceneTop.Name = "Scene2DTopRoot";

            scene2DOverlay.Add(SceneFade);
            scene2DOverlay.Add(SceneTop);

            scene3DRoot      = new GameSceneNode();
            scene3DRoot.Name = "Scene3DRoot";
        }
Esempio n. 20
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 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="type">event type</param>
 /// <param name="time">event execute time</param>
 /// <param name="owner">event owner</param>
 /// <param name="visibledOwner">owner visible flag</param>
 public GameTimeEvent(float time, GameSceneNode owner, bool visibledOwner)
 {
     SetAction(time, owner, visibledOwner);
 }
Esempio n. 21
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="instanceCount">creating instance count</param>
        /// <param name="textureFileName">texture file name</param>
        public TracerBullets(int id, int instanceCount, string textureFileName, 
                            GameSceneNode sceneParent)
        {
            this.id = id;

            textureResource = FrameworkCore.ResourceManager.LoadTexture(textureFileName);

            bullets = new BulletObject[instanceCount];

            //  Create instance bullets
            for (int i = 0; i < bullets.Length; i++)
            {
                bullets[i] = new BulletObject(i);
            }

            tracerBulletBillboard = new GameBillboard();
            tracerBulletBillboard.Create(instanceCount, textureResource.Texture2D, 
                                        RenderingSpace.World, false);

            tracerBulletBillboard.SourceBlend = Blend.SourceAlpha;
            tracerBulletBillboard.DestinationBlend = Blend.One;
            tracerBulletBillboard.BlendFunction = BlendFunction.Add;
            tracerBulletBillboard.AlphaBlendEnable = true;
            tracerBulletBillboard.DepthBufferEnable = true;
            tracerBulletBillboard.DepthBufferWriteEnable = false;
            tracerBulletBillboard.DepthBufferFunction = CompareFunction.Less;
            tracerBulletBillboard.AlphaFunction = CompareFunction.Greater;
            tracerBulletBillboard.CullMode = CullMode.None;

            sceneParent.AddChild(tracerBulletBillboard);
        }
Esempio n. 22
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        /// <summary>
        /// Constructor.
        /// </summary>
        protected BaseStageScreen()
        {
            TransitionOnTime = TimeSpan.FromSeconds(5.0f);
            TransitionOffTime = TimeSpan.FromSeconds(2.0f);

            this.refScene3DRoot = FrameworkCore.Scene3DRoot;
            this.refViewer = FrameworkCore.Viewer;
            this.refRenderContext = FrameworkCore.RenderContext;
            this.refGraphicsDevice = FrameworkCore.Game.GraphicsDevice;
            this.refCollisionContext = FrameworkCore.CollisionContext;
            this.refParticleManager = FrameworkCore.ParticleManager;

            this.gameLevel = new GameLevel();

            this.playerOldLife = new int[2];
            this.playerReduceArmorElapsedTime = new float[2];
            this.pickupMessageElapsedTime = new float[2];
            this.playerReduceArmorElapsedTime = new float[2];

            this.missionResultElapsedTime = 0.0f;
        }
Esempio n. 23
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 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="type">event type</param>
 /// <param name="position">position</param>
 /// <param name="radius">area radius</param>
 /// <param name="owner">event owner</param>
 /// <param name="visibledOwner">owner visible flag</param>
 public GameAreaEvent(Vector3 position, float radius,
                       GameSceneNode owner, bool visibledOwner)
 {
     SetAction(position, radius, owner, visibledOwner);
 }
Esempio n. 24
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        /// <summary>
        /// initializes this screen. 
        /// </summary>
        public override void InitializeScreen()
        {
            this.refScene3DRoot.RemoveAllChild(true);

            this.refScene3DRoot.AddChild(this.GameLevel.SceneWorldRoot);
            this.refScene3DRoot.AddChild(this.GameLevel.SceneMechRoot);
            this.refScene3DRoot.AddChild(this.GameLevel.SceneParticleRoot);
            this.refScene3DRoot.AddChild(this.GameLevel.SceneCollisionRoot);

            RobotGameGame.CurrentStage = this;

            //  Free Camera
            FreeCamera freeCamera = new FreeCamera();

            freeCamera.SetView(new Vector3(0.0f, 0.0f, 10.0f),
                                Vector3.Forward, Vector3.Up);

            freeCamera.SetPespective(MathHelper.PiOver4,
                                (float)Viewer.ViewWidth,
                                (float)Viewer.ViewHeight,
                                1.0f, 10000.0f);

            ViewCamera freeViewCamera = new ViewCamera(freeCamera, null);
            Viewer.AddCamera("Free", freeViewCamera);

            //  PostScreen effect
            {
                paramCenterX = boosterEffect.Parameters["xCenter"];
                paramCenterY = boosterEffect.Parameters["yCenter"];
                paramTexWidth = boosterEffect.Parameters["texWidth"];
                paramTexHeight = boosterEffect.Parameters["texHeight"];
                paramWaveWidth = boosterEffect.Parameters["width"];
                paramWaveMag = boosterEffect.Parameters["mag"];

                paramBloomThreshold = postScreenEffect.Parameters["BloomThreshold"];
                paramBloomIntensity = postScreenEffect.Parameters["BloomIntensity"];
                paramBloomSaturation = postScreenEffect.Parameters["BloomSaturation"];
                paramBaseIntensity = postScreenEffect.Parameters["BaseIntensity"];
                paramBaseSaturation = postScreenEffect.Parameters["BaseSaturation"];

                //  Entry the post screen processing function
                FrameworkCore.RenderContext.RenderingPostDraw3D += OnPostDraw3DScreen;
            }

            //  Tracer bullets
            {
                tracerBulletManager = new TracerBulletManager();
                tracerBulletManager.AddBulletInstance(0, 32,
                    "Particles/Spark_Horizontal01",
                    RobotGameGame.CurrentGameLevel.SceneParticleRoot);
            }

            this.refScene3DRoot.Initialize();

            //  Create 2D Scene layer for Hud
            this.refRenderContext.CreateScene2DLayer(2);
            this.refSceneHudRoot = FrameworkCore.Scene2DLayers[0];
            this.refSceneMissionRoot = FrameworkCore.Scene2DLayers[1];

#if DEBUG
            Vector2 pos = new Vector2(0, 20);
            pos = FrameworkCore.ClampSafeArea(pos);

            camPosition = FrameworkCore.TextManager.AddText(FrameworkCore.DebugFont,
                    "CAM :", (int)pos.X, (int)pos.Y, Color.White);

            camPosition.Visible = true;
#endif

            FrameworkCore.GameEventManager.Enable = true;
        }
Esempio n. 25
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 public GameScene(GameInstance gameInstance)
 {
     GameInstance = gameInstance;
     Root         = new GameSceneNode(gameInstance);
 }
Esempio n. 26
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 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="type">event type</param>
 /// <param name="time">event execute time</param>
 /// <param name="owner">event owner</param>
 /// <param name="visibledOwner">owner visible flag</param>
 public GameTimeEvent(float time, GameSceneNode owner, bool visibledOwner)
 {
     SetAction(time, owner, visibledOwner);
 }
Esempio n. 27
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 /// <summary>
 /// Constructor.
 /// </summary>
 /// <param name="type">event type</param>
 /// <param name="position">position</param>
 /// <param name="radius">area radius</param>
 /// <param name="owner">event owner</param>
 /// <param name="visibledOwner">owner visible flag</param>
 public GameAreaEvent(Vector3 position, float radius,
                      GameSceneNode owner, bool visibledOwner)
 {
     SetAction(position, radius, owner, visibledOwner);
 }
Esempio n. 28
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        /// <summary>
        /// Constructs a new screen manager component.
        /// </summary>
        public GameScreenManager(Game game)
            : base(game)
        {
            scene2DFadeRoot = FrameworkCore.Scene2DFadeLayer;
            fadeSprite = new GameSprite2D();

            scene2DFadeRoot.AddChild(fadeSprite);

            //  Controller
            screenInput[0] = new GameScreenInput(PlayerIndex.One);
            screenInput[1] = new GameScreenInput(PlayerIndex.Two);
            screenInput[2] = new GameScreenInput(PlayerIndex.Three);
            screenInput[3] = new GameScreenInput(PlayerIndex.Four);
        }
Esempio n. 29
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        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="resourcePath">texture resource path</param>
        /// <param name="info">particle information structure</param>
        /// <param name="textureSequence">texture sequence class</param>
        public Particle(string resourcePath, ParticleInfo info, 
                        TextureSequence textureSequence) : base()
        {
            if (String.IsNullOrEmpty(resourcePath))
                throw new ArgumentNullException("resourcePath");
            if (info == null)
                throw new ArgumentNullException("info");

            this.sequenceInfo = info;            

            this.textureSequence = textureSequence;
            this.resourcePath = resourcePath;

            //  Create particle's scene root
            this.sceneRoot = new GameSceneNode();
            this.sceneRoot.Name = "Particle Scene Root";

            AddChild(this.sceneRoot);

            Create();
        }