/// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Font          = Fonts.Ariel14Bold;
            ScreenManager = new ScreenManager(this);
            var splashScreen = new LogoScreen();
            var menu         = new MainMenuScreen();
            var gameplay     = new GameplayScreen();
            var gameOver     = new GameOverScreen();
            var credits      = new CreditsScreen();

            if (DEV_MODE)
            {
                gameplay.Activate();
            }
            else
            {
                splashScreen.Activate();
            }
            ScreenManager.AddScreen(GameScreens.SplashScreen, splashScreen);
            ScreenManager.AddScreen(GameScreens.MainMenu, menu);
            ScreenManager.AddScreen(GameScreens.GamePlay, gameplay);
            ScreenManager.AddScreen(GameScreens.GameOver, gameOver);
            ScreenManager.AddScreen(GameScreens.Credits, credits);
            base.Initialize();
        }
Esempio n. 2
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            this.DisplayInGame();
            FMODUtil.System.update();

            //Used to render things to a buffer that will have a zoom multiplier applied before rendering.
            SpriteBatch    zoomBatch = new SpriteBatch(this.GraphicsDevice);
            RenderTarget2D target    = new RenderTarget2D(this.GraphicsDevice, RenderingPipe.FullScreenWindow.Width, RenderingPipe.FullScreenWindow.Height);

            this.GraphicsDevice.SetRenderTarget(target);

            this.GraphicsDevice.Clear(Color.Black);



            if (Game1.SplashDone)
            {
                zoomBatch.Begin();
                RenderingPipe.DrawScreen(zoomBatch);
                zoomBatch.End();
            }
            else
            {
                int length = Game1.SplashScreens.Count;
                for (int i = 0; i < length; i++)
                {
                    LogoScreen item = Game1.SplashScreens[i];
                    if (!item.Done())
                    {
                        item.Draw(ref zoomBatch);
                        break;
                    }

                    if (i == length - 1)
                    {
                        Game1.SplashDone = true;

                        //Initialize main menu
                        GUI.MainMenu.MainMenu.Initialize();
                        this.IsMouseVisible = true;
                    }
                }
            }

            //set rendering back to the back buffer
            this.GraphicsDevice.SetRenderTarget(null);

            //render target to back buffer
            zoomBatch.Begin();

            int width  = (int)(this.GraphicsDevice.DisplayMode.Width * RenderingPipe.Zoom);
            int height = (int)(this.GraphicsDevice.DisplayMode.Height * RenderingPipe.Zoom);

            zoomBatch.Draw(target, new Rectangle(0, 0, width, height), Color.White);
            RenderingPipe.DrawGUI(zoomBatch);
            zoomBatch.End();

            base.Draw(gameTime);
        }
Esempio n. 3
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 public void desactiveAllScreen()
 {
     UIScreen.SetActive(false);
     GameOverScreen.SetActive(false);
     LogoScreen.SetActive(false);
     MenuScreen.SetActive(false);
     CronomeScreen.SetActive(false);
     creditScreen.SetActive(false);
 }
Esempio n. 4
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        public static void ShowLogoScreen(this Game game, SpriteBatch spriteBatch)
        {
            var isTrial = Guide.IsTrialMode;

            game.CleanupComponents();
            var logo_screen = new LogoScreen(game, () => { game.ShowMainMenu();
                if (isTrial) game.Components.Add(new TrialComponent(game, spriteBatch, 120, "triangleshooter")); },
                "Textures/vst_logo");
            game.Components.Add(logo_screen);
        }
Esempio n. 5
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

            this.DisplayInGame();
            FMODUtil.Update();

            //Used to render things to a buffer that will have a zoom multiplier applied before rendering.
            this.GraphicsDevice.Clear(Color.Black);

            if (Game1.SplashDone)
            {
                if (World.Dimensions.Count > 0)
                {
                    //Never set this to SpriteSortMode.Texture, as that causes bugs.
                    this.MapSpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend,
                                              null, null, null, null, RenderInfo.Camera2D.TranslationMatrix);

                    RenderingPipe.DrawScreen(this.MapSpriteBatch);
                    this.MapSpriteBatch.End();
                }

                this.GUIBatch.Begin();
                RenderingPipe.DrawGUI(this.GUIBatch);
                this.GUIBatch.End();
            }
            else
            {
                int length = Game1.SplashScreens.Count;
                for (int i = 0; i < length; i++)
                {
                    LogoScreen item = Game1.SplashScreens[i];
                    if (!item.Done())
                    {
                        item.Draw(this.MapSpriteBatch);
                        break;
                    }

                    if (i == length - 1)
                    {
                        Game1.SplashDone = true;

                        //Initialize main menu
                        GUI.MainMenu.MainMenu.Initialize();
                        this.IsMouseVisible = true;
                    }
                }
            }
            base.Draw(gameTime);
        }
Esempio n. 6
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        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            FMODUtil.System.update();
            this.GraphicsDevice.SetRenderTarget(null);
            this.GraphicsDevice.Clear(Color.Black);

            if (Game1.SplashDone)
            {
                this.SpriteBatch.Begin();
                RenderingPipe.DrawScreen(ref this.SpriteBatch);
                this.SpriteBatch.End();
            }
            else
            {
                int length = Game1.SplashScreens.Count;
                for (int i = 0; i < length; i++)
                {
                    LogoScreen item = Game1.SplashScreens[i];
                    if (!item.Done())
                    {
                        item.Draw(ref this.SpriteBatch);
                        break;
                    }

                    if (i == length - 1)
                    {
                        Game1.SplashDone = true;

                        //Initialize main menu
                        GUI.MainMenu.MainMenu.Initialize();
                        this.IsMouseVisible = true;
                    }
                }
            }

            base.Draw(gameTime);
        }
Esempio n. 7
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        static void Main(string [] args)
        {
            var screen = new LogoScreen();

            screen.ShowLogo();
            Console.Write($"Enter a value for x: ");
            string in1 = Console.ReadLine();

            Console.Write($"Enter a value for y: ");
            string in2 = Console.ReadLine();

            double x      = Convert.ToDouble(in1);
            double y      = Convert.ToDouble(in2);
            double result = (x + y) / 2;

            Console.ForegroundColor = ConsoleColor.Yellow;
            Console.Write("Hey buddy, what's your name?: ");
            var user = Console.ReadLine();

            screen.ShowLogo();

            Console.ResetColor();
            Console.WriteLine(value: $"{user} your average is: {result:N1}");
        }
Esempio n. 8
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 private void showLogoScreen()
 {
     logoScreen = new LogoScreen(lhg);
     lhg.MyScreenManager.AddScreen(logoScreen);
     mode = GameMode.Logo;
 }