public Theater(RenderTarget2D renderTexture) { int bodyWidth = 38; int charactetOffset = 20; Env = ContentLibrary.GetSprite(SpriteList.env_school); this.renderTexture = renderTexture; TheaterCharacters[0] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character1); TheaterCharacters[0].Position = new Vector2(bodyWidth + charactetOffset * 0, 61); TheaterCharacters[0].Fliped = true; TheaterCharacters[1] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character2); TheaterCharacters[1].Position = new Vector2(bodyWidth + charactetOffset * 1, 61); TheaterCharacters[1].Fliped = true; TheaterCharacters[2] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character3); TheaterCharacters[2].Position = new Vector2(bodyWidth + charactetOffset * 2, 62); TheaterCharacters[3] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character4); TheaterCharacters[3].Position = new Vector2(bodyWidth + charactetOffset * 3, 61); TheaterCharacters[4] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character5); TheaterCharacters[4].Position = new Vector2(bodyWidth + charactetOffset * 4, 61); TheaterCharacters[5] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character6); TheaterCharacters[5].Position = new Vector2(bodyWidth + charactetOffset * 5, 61); TheaterCharacters[6] = ContentLibrary.GetTheaterCharacter(TheaterCharactersList.character7); TheaterCharacters[6].Position = new Vector2(bodyWidth + charactetOffset * 6, 61); }
public override void Draw(GameTime gameTime, GraphicsDevice graphicsDevice, SpriteBatch spriteBatch) { graphicsDevice.SetRenderTarget(theaterRenderTexture); Theater.Draw(spriteBatch); graphicsDevice.SetRenderTarget(mainRenderTexture); graphicsDevice.Clear(Color.Gray); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, null); Canvas.Draw(spriteBatch); Rectangle theaterDestRect = new Rectangle(Point.Zero, (new Vector2(1080, 462)).ToPoint()); if (Theater.Active) { spriteBatch.Draw(theaterRenderTexture, theaterDestRect, Color.White); } spriteBatch.End(); graphicsDevice.SetRenderTarget(null); graphicsDevice.Clear(Color.Black); Rectangle mainDestRect = new Rectangle(renderTextureOffset.ToPoint(), (new Vector2(1080, 1920) * renderTextureScale).ToPoint()); spriteBatch.Begin(); spriteBatch.Draw(mainRenderTexture, mainDestRect, MainTextureTintColor); spriteBatch.DrawString(ContentLibrary.GetFont(FontList.Sans_serif), "karim2989.itch.io & wassim tounsi", Vector2.Zero, new Color(100, 100, 100, 20), 0, Vector2.Zero, .3f, SpriteEffects.None, 0); spriteBatch.End(); }
public MessageBox(Element parent, Sprite sprite, Point position, Point size, string[] bodyMessage, string bottomMessage, bool centralizeText = false) : base(parent, sprite, position, size, GamePlayScreen.renderTextureScale) { smallfont = ContentLibrary.GetFont(FontList.Sans_serif); largefont = ContentLibrary.GetFont(FontList.Sans_serif_large); this.bodyMessage = bodyMessage; this.bottomMessage = bottomMessage; this.centralizeText = centralizeText; }
public override void Start() { Canvas = new Canvas(new Rectangle(0, 462, 1080, 1920 - 462)); //scenario = Scenario.FromString(File.ReadAllText("c:\\dev\\FlirtGame\\FlirtGame\\game.txt")); scenario = Scenario.FromString(ContentLibrary.GetXml(XmlFile.game1)); ContentLibrary.LoadTheaterCharacter(scenario, game.GraphicsDevice); Theater = new Theater(theaterRenderTexture); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ContentLibrary.LoadedTexture(Content, GraphicsDevice); ContentLibrary.LoadSprites(Content, GraphicsDevice); ContentLibrary.LoadFont(Content); ContentLibrary.LoadSounds(Content); ContentLibrary.loadXml(Content); CurrentScreen.Start(); // TODO: use this.Content to load your game content here }
public Coroutine WalkInCoroutine() { float time = 15f; float dirention = Fliped ? 1:-1; for (int j = 0; j < 6; j++) { ContentLibrary.GetSound(SoundList.jump).Play(); for (int i = 0; i < (int)time; i++) { Position = new Vector2(Position.X + 2 * dirention, Position.Y); PositionYOffset = (float)Math.Sin((1 / time) * i * Math.PI) * 5; yield return(0); } for (int i = 0; i < 2; i++) { yield return(0); } } }