Esempio n. 1
0
        public void Initialize()
        {
            buddydeath = 0;
            // If game is being in full screen update the SCALE

            /*if (GameEngine.Instance.full_screen)
             * {
             *  int min = Math.Min(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height);
             *  GameEngine.Instance.ResizeWindow(min, min);
             *  Vector2 size = GameEngine.Instance.GetWindowSize();
             *  SCALE = size.X < size.Y ? size.X / WIDTH : size.Y / HEIGHT;
             * }
             * else // Else rescale to the size you want
             * {
             *  GameEngine.Instance.ResizeWindow((int)(WIDTH * SCALE), (int)(HEIGHT * SCALE));
             * }*/
            GameEngine.Instance.UpdateShiftAmount();
            ROW_SCALE = WIDTH / NUM_ROWS;
            COL_SCALE = HEIGHT / NUM_COLS;
            AABB aabb = new AABB();

            aabb.LowerBound = new Vector2(-MARGIN, -MARGIN);
            aabb.UpperBound = new Vector2(WIDTH + MARGIN, HEIGHT + MARGIN);
            world           = new World(gravity);
            succeeded       = false;
            World.ContactManager.BeginContact += ContactManager.BeginContact;
            World.ContactManager.EndContact   += ContactManager.EndContact;
            pauseMenu    = new PauseMenu(this);
            gameOverMenu = new GameOverMenu(this);
            gamestate    = GameState.Unzip;
            unzipTexture = new AnimationTexture(GameEngine.Instance.GetTexture("unzip"), 5, 3, 3);
            zipTexture   = new AnimationTexture(GameEngine.Instance.GetTexture("zip"), 5, 3, 3);
            unzipTexture.ResetCurrentFrame();
            zipTexture.ResetCurrentFrame();
            zippedTexture = GameEngine.Instance.GetTexture("zippedbkg");
            haze          = new Texture2D(GameEngine.Instance.GraphicsDevice, 1, 1);
            rect          = new Rectangle(0, 0, (int)(Level.WIDTH * Level.SCALE + GameEngine.shiftAmount.X), (int)(Level.HEIGHT * Level.SCALE + GameEngine.shiftAmount.Y));
            haze.SetData(new Color[] { new Color(0, 0, 0, 255) });
            // Flush all the non-reflectable objects from the previous levels
            ReflectableObject.FlushNonReflectableObjects();
            ContactManager.ClearContactList();
            Block.FlushGameBlocks();

            reflection_color_time = 0;

            reflection_current_blue  = MIN_REFLECTION_COLOR_BLUE;
            reflection_current_green = MIN_REFLECTION_COLOR_GREEN;
            reflection_current_red   = MIN_REFLECTION_COLOR_RED;

            slope_red   = 2 * (MAX_REFLECTION_COLOR_RED - MIN_REFLECTION_COLOR_RED) / (REFLECTION_COLOR_END_TIME);
            slope_green = 2 * (MAX_REFLECTION_COLOR_GREEN - MIN_REFLECTION_COLOR_GREEN) / (REFLECTION_COLOR_END_TIME);
            slope_blue  = 2 * (MAX_REFLECTION_COLOR_BLUE - MIN_REFLECTION_COLOR_BLUE) / (REFLECTION_COLOR_END_TIME);
        }
Esempio n. 2
0
 public new void Initialize()
 {
     width            = level.ROW_SCALE * 0.9f;
     height           = level.COL_SCALE * 0.9f;
     IsGrounded       = false;
     sensorWidth      = width * 0.85f;
     sensorCenter     = new Vector2(0, height / 2.0f);
     sensorName       = Level.dudeSensorName;
     reflection_strip = new AnimationTexture(reflectionTexture, num_of_frames_reflection, 1, 0);
     walk_strip       = new AnimationTexture(this.texture, num_of_frames_walk, 1, 5);
     if (idle_texture == null)
     {
         idle_texture = GameEngine.Instance.GetTexture("idleStrip");
     }
     idle_strip = new AnimationTexture(this.idle_texture, num_of_frames_idle, 1, 10);
     jumpDown   = GameEngine.Instance.GetTexture("jumpDown");
     jumpUp     = GameEngine.Instance.GetTexture("jumpUp");
 }
Esempio n. 3
0
 public void SetAnimationTexture(Texture2D texture, int width, int height, int delay)
 {
     animTexture = new AnimationTexture(texture, width, height, delay);
 }
Esempio n. 4
0
 public void SetBackground(Texture2D texture, int width, int height, int delay)
 {
     animBkg = new AnimationTexture(texture, width, height, delay);
 }