/// <summary>
        /// initializes this screen.
        /// </summary>
        public override void InitializeScreen()
        {
            base.InitializeScreen();

            FrameworkCore.Viewer.ClearColor = Color.Black;

            NextScreen        = new VersusReadyScreen();
            TransitionOffTime = TimeSpan.FromSeconds(8.0f);

            FrameworkCore.RenderContext.ClearColor = Color.Black;

            //  initializes for world everything.
            InitWorld();

            //  initializes for camera for this stage.
            InitCamera();

            //  Load Hud
            CreateHud();

            for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
            {
                GamePlayer gamePlayer = GameLevel.GetPlayerInLevel(i);

                //  Update selected weapon image in the Hud
                SetCurrentWeaponHud(i, gamePlayer.CurrentWeapon.WeaponType);
            }

            //  Play a background music
            soundBGM = GameSound.Play(SoundTrack.FirstStage);
        }
        /// <summary>
        /// creates two cameras and viewports for split-screen.
        /// </summary>
        public void InitCamera()
        {
            //  Make two mutiple cameras
            ViewCamera followViewCamera = new ViewCamera();

            FollowCamera[] followCamera = new FollowCamera[2]
            {
                new FollowCamera(),
                new FollowCamera(),
            };

            int playerCount = GameLevel.PlayerCountInLevel;

            for (int i = 0; i < playerCount; i++)
            {
                GamePlayer player = GameLevel.GetPlayerInLevel(i);

                followCamera[i].SetPespective(
                    MathHelper.ToRadians(this.GameLevel.Info.FOV),
                    (float)FrameworkCore.ViewWidth,
                    (float)FrameworkCore.ViewHeight / playerCount,
                    1.0f, 1000.0f);

                // Follow camera offset position setting
                followCamera[i].TargetOffset =
                    player.SpecData.CameraTargetOffset;

                followCamera[i].PositionOffset =
                    player.SpecData.CameraPositionOffset;

                int splitX      = 0;
                int splitY      = 0;
                int splitWidth  = 0;
                int splitHeight = 0;

                //  1P viewport area
                if (i == 0)
                {
                    splitX = 0;
                    splitY = 0;
                }
                //  2P viewport area
                else if (i == 1)
                {
                    splitX = 0;
                    splitY = FrameworkCore.ViewHeight / playerCount;
                }

                splitWidth  = FrameworkCore.ViewWidth;
                splitHeight = FrameworkCore.ViewHeight / playerCount;

                followViewCamera.Add(followCamera[i],
                                     new Rectangle(splitX, splitY, splitWidth, splitHeight));
            }

            Viewer.AddCamera("Follow", followViewCamera);
            Viewer.SetCurrentCamera("Follow");
        }
        /// <summary>
        /// creates a player character.
        /// </summary>
        /// <param name="specFileName">player spec file(.spec)</param>
        /// <param name="sceneParent">3D scene parent node</param>
        protected void CreatePlayer(string specFileName, NodeBase sceneParent)
        {
            GamePlayerSpec spec = new GamePlayerSpec();

            spec =
                (GamePlayerSpec)GameDataSpecManager.Load(specFileName, spec.GetType());

            GamePlayer player = null;

            switch (GameLevel.PlayerCountInLevel)
            {
            case 0:
            {
                player = new GamePlayer(ref spec, PlayerIndex.One);

                RobotGameGame.SinglePlayer = player;
                FrameworkCore.GameEventManager.TargetScene = player;
            }
            break;

            case 1:
            {
                player = new GamePlayer(ref spec, PlayerIndex.Two);
            }
            break;

            default:
                throw new InvalidOperationException(
                          "Added player count is overflow");
            }

            //  Entry enemies in 3D Scene root node
            sceneParent.AddChild(player);

            //  Create rotation axis
            Matrix rot = Matrix.CreateRotationX(MathHelper.ToRadians(-90.0f));

            player.SetRootAxis(rot);

            //  Set material
            RenderMaterial material = new RenderMaterial();

            material.alpha         = 1.0f;
            material.diffuseColor  = new Color(210, 210, 210);
            material.specularColor = new Color(60, 60, 60);
            material.emissiveColor = new Color(30, 30, 30);
            material.specularPower = 24;

            material.vertexColorEnabled     = false;
            material.preferPerPixelLighting = false;

            player.Material       = material;
            player.ActiveFog      = true;
            player.ActiveLighting = true;

            //  Create collision data
            Vector3 centerPos = Vector3.Transform(
                new Vector3(0.0f, spec.MechRadius, 0.0f),
                Matrix.Invert(rot));

            CollideSphere collide = new CollideSphere(centerPos,
                                                      spec.MechRadius);

            player.EnableCulling = true;
            player.SetCollide(collide);
            player.ActionIdle();

            //  Add collide
            RobotGameGame.CurrentGameLevel.CollisionVersusTeam[
                GameLevel.PlayerCountInLevel].AddCollide(collide);

            RobotGameGame.CurrentGameLevel.CollisionLayerAllMech.AddCollide(collide);

            //  Set the respawn position
            if (player.PlayerIndex == PlayerIndex.One)
            {
                int count    = GameLevel.Info.RespawnInLevelList.Count;
                int rndIndex = HelperMath.Randomi(0, count);

                RespawnInLevel respawn = GameLevel.Info.RespawnInLevelList[rndIndex];

                player.SpawnPoint =
                    Matrix.CreateRotationY(MathHelper.ToRadians(respawn.SpawnAngle)) *
                    Matrix.CreateTranslation(respawn.SpawnPoint);
            }
            else if (player.PlayerIndex == PlayerIndex.Two)
            {
                GamePlayer gamePlayerOne = GameLevel.GetPlayerInLevel(0);

                RespawnInLevel respawn =
                    GameLevel.FindRespawnMostFar(gamePlayerOne.SpawnPoint.Translation);

                player.SpawnPoint =
                    Matrix.CreateRotationY(MathHelper.ToRadians(respawn.SpawnAngle)) *
                    Matrix.CreateTranslation(respawn.SpawnPoint);
            }

            GameLevel.AddPlayer(player);
        }
        /// <summary>
        /// checks the winning condition of the versus play.
        /// Any player who has destroyed the other as many as the kill point wins.
        /// </summary>
        protected override void CheckMission(GameTime gameTime)
        {
            if (isFinishedVersus == false)
            {
                for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                {
                    GamePlayer player = GameLevel.GetPlayerInLevel(i);

                    //  Whoever wins the set points first, the versus mode will end.
                    if (RobotGameGame.VersusGameInfo.killPoint <= player.KillPoint)
                    {
                        isFinishedVersus = true;
                    }
                }
            }

            if (isFinishedVersus)
            {
                //  Visible mission result image
                if (missionResultElapsedTime > MissionResultVisibleTime)
                {
                    this.spriteObjHudVersusWin.Visible  = true;
                    this.spriteObjHudVersusLose.Visible = true;
                }
                else
                {
                    if (missionResultElapsedTime < MissionResultVisibleTime)
                    {
                        missionResultElapsedTime +=
                            (float)gameTime.ElapsedGameTime.TotalSeconds;
                    }

                    this.spriteObjHudVersusWin.Visible  = false;
                    this.spriteObjHudVersusLose.Visible = false;
                }

                if (GameSound.IsPlaying(soundBGM))
                {
                    float scaleFactor = 1.0f;
                    if (GameLevel.Info.GamePlayType == GamePlayTypeId.Versus)
                    {
                        scaleFactor = 0.8f;
                    }

                    //  Scale the image size and position for screen resolution
                    Vector2 sizeScale =
                        new Vector2((float)FrameworkCore.ViewWidth * scaleFactor /
                                    (float)ViewerWidth.Width1080,
                                    (float)FrameworkCore.ViewHeight * scaleFactor /
                                    (float)ViewerHeight.Height1080);

                    for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                    {
                        GamePlayer player = GameLevel.GetPlayerInLevel(i);

                        //  Player sound and action stop
                        player.MissionEnd();

                        //  Win!!
                        if (RobotGameGame.VersusGameInfo.killPoint <= player.KillPoint)
                        {
                            int scaledWidth =
                                (int)((float)imageWinWidth * sizeScale.X);
                            int scaledHeight =
                                (int)((float)imageWinHeight * sizeScale.Y);

                            int posX = (int)((FrameworkCore.ViewWidth / 2) -
                                             (scaledWidth / 2));

                            int posY = (int)((FrameworkCore.ViewHeight / 2) -
                                             (scaledHeight / 2));

                            if (player.PlayerIndex == PlayerIndex.One)
                            {
                                posY -= FrameworkCore.ViewHeight / 4;
                            }
                            else if (player.PlayerIndex == PlayerIndex.Two)
                            {
                                posY += FrameworkCore.ViewHeight / 4;
                            }

                            this.spriteObjHudVersusWin.ScreenRectangle = new Rectangle(
                                posX, posY,
                                scaledWidth, scaledHeight);
                        }
                        //  Lose!!
                        else
                        {
                            int scaledWidth =
                                (int)((float)imageLoseWidth * sizeScale.X);
                            int scaledHeight =
                                (int)((float)imageLoseHeight * sizeScale.Y);

                            int posX = (int)((FrameworkCore.ViewWidth / 2) -
                                             (scaledWidth / 2));

                            int posY = (int)((FrameworkCore.ViewHeight / 2) -
                                             (scaledHeight / 2));

                            if (player.PlayerIndex == PlayerIndex.One)
                            {
                                posY -= FrameworkCore.ViewHeight / 4;
                            }
                            else if (player.PlayerIndex == PlayerIndex.Two)
                            {
                                posY += FrameworkCore.ViewHeight / 4;
                            }

                            this.spriteObjHudVersusLose.ScreenRectangle = new Rectangle(
                                posX, posY,
                                scaledWidth, scaledHeight);
                        }
                    }

                    //  Stop background music
                    GameSound.Stop(soundBGM);

                    //  Play success music
                    GameSound.Play(SoundTrack.MissionClear);

                    //  Invisible all of the Hud
                    SetVisibleHud(false);

                    //  Go to main menu
                    NextScreen        = new VersusReadyScreen();
                    TransitionOffTime = TimeSpan.FromSeconds(8.0f);
                    ExitScreen();
                }
            }
            else
            {
                // Respawns a destroyed player in the game.
                for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                {
                    GamePlayer player = GameLevel.GetPlayerInLevel(i);

                    if (player.IsFinishedDead)
                    {
                        int otherSidePlayerIndex = -1;

                        if (i == 0)
                        {
                            otherSidePlayerIndex = 1;
                        }
                        else if (i == 1)
                        {
                            otherSidePlayerIndex = 0;
                        }

                        GamePlayer otherSidePlayer =
                            GameLevel.GetPlayerInLevel(otherSidePlayerIndex);

                        //  Find the farthest positions for enemy positions.
                        RespawnInLevel respawn = GameLevel.FindRespawnMostFar(
                            otherSidePlayer.WorldTransform.Translation);

                        //  Set to respawn position
                        player.SpawnPoint = Matrix.CreateRotationY(
                            MathHelper.ToRadians(respawn.SpawnAngle)) *
                                            Matrix.CreateTranslation(respawn.SpawnPoint);

                        //  Reset the player info
                        player.Reset(true);
                    }
                }
            }
        }
        /// <summary>
        /// calling when screen size has changed.
        /// changes the sizes of camera and Hud when the screen size is changed.
        /// </summary>
        /// <param name="viewRect">new view area</param>
        public override void OnSize(Rectangle newRect)
        {
            base.OnSize(newRect);

            int      playerCount = GameLevel.PlayerCountInLevel;
            Viewport viewport    = FrameworkCore.CurrentViewport;

            //  split-screen Camera
            ViewCamera followViewCamera = Viewer.GetViewCamera("Follow");

            for (int i = 0; i < playerCount; i++)
            {
                GamePlayer player = GameLevel.GetPlayerInLevel(i);

                int splitX      = 0;
                int splitY      = 0;
                int splitWidth  = 0;
                int splitHeight = 0;

                //  1P viewport area
                if (i == 0)
                {
                    splitX = 0;
                    splitY = 0;
                }
                //  2P viewport area
                else if (i == 1)
                {
                    splitX = 0;
                    splitY = viewport.Height / playerCount;
                }

                splitWidth  = viewport.Width;
                splitHeight = viewport.Height / playerCount;

                //  Resizing camera
                followViewCamera.Resize(i,
                                        splitX, splitY, splitWidth, splitHeight);
            }

            //  Resize Hud
            {
                int        posX = 0, posY = 0, scaledWidth = 0, scaledHeight = 0, offsetY = 0;
                ViewCamera viewCamera = FrameworkCore.CurrentCamera;
                int        viewCount  = viewCamera.Count;

                float scaleFactor = 1.0f;

                if (GameLevel.Info.GamePlayType == GamePlayTypeId.Versus)
                {
                    scaleFactor = 0.8f;
                }

                //  Scaling image size and positioning for screen resolution
                Vector2 sizeScale = new Vector2(
                    (float)FrameworkCore.ViewWidth * scaleFactor /
                    (float)ViewerWidth.Width1080,
                    (float)FrameworkCore.ViewHeight * scaleFactor /
                    (float)ViewerHeight.Height1080);

                Vector2 posScale = new Vector2(
                    (float)FrameworkCore.ViewWidth * scaleFactor /
                    (float)ViewerWidth.Width1080,
                    (float)FrameworkCore.ViewHeight * scaleFactor /
                    (float)ViewerHeight.Height1080);

                //  if versus mode, apply width offset rate
                if (GameLevel.Info.GamePlayType == GamePlayTypeId.Versus)
                {
                    posScale.X *= 1.3f;
                }

                for (int i = 0; i < viewCount; i++)
                {
                    Viewport view = viewCamera.GetViewport(i);

                    offsetY = (int)view.Y;

                    // kill score and condition score
                    this.textKillScore[i].PosX = (int)(215 * posScale.X);
                    this.textKillScore[i].PosY =
                        (int)((float)view.Height * 0.68f) + offsetY;

                    this.textKillConditionScore[i].PosX = (int)(300 * posScale.X);
                    this.textKillConditionScore[i].PosY =
                        (int)((float)view.Height * 0.76f) + offsetY;

                    this.textKillScore[i].Scale          = 1.6f;
                    this.textKillConditionScore[i].Scale = 0.8f;

                    float textScale = 1.4f * (float)FrameworkCore.ViewWidth /
                                      (float)ViewerWidth.Width720;

                    this.textKillScore[i].Scale          *= textScale;
                    this.textKillConditionScore[i].Scale *= textScale;
                }

                //  1P image
                this.spriteObjHudVersus1P.SourceRectangle = new Rectangle(
                    82, 560,
                    image1PWidth, image1PHeight);

                this.spriteObjHudVersus1P.ScreenRectangle = new Rectangle(
                    (int)(FrameworkCore.ViewWidth * 0.05f),
                    (int)(FrameworkCore.ViewHeight / 2 * 0.76f),
                    (int)((float)image1PWidth * sizeScale.X),
                    (int)((float)image1PHeight * sizeScale.Y));

                //  2P image
                this.spriteObjHudVersus2P.SourceRectangle = new Rectangle(
                    532, 560,
                    image1PWidth, image1PHeight);

                offsetY = (FrameworkCore.ViewHeight / 2);
                this.spriteObjHudVersus2P.ScreenRectangle = new Rectangle(
                    (int)(FrameworkCore.ViewWidth * 0.05f),
                    (int)((FrameworkCore.ViewHeight / 2 * 0.76f) + offsetY),
                    (int)((float)image1PWidth * sizeScale.X),
                    (int)((float)image1PHeight * sizeScale.Y));

                this.spriteObjHudVersusWin.SourceRectangle =
                    new Rectangle(108, 55, imageWinWidth, imageWinHeight);
                this.spriteObjHudVersusLose.SourceRectangle =
                    new Rectangle(48, 370, imageLoseWidth, imageLoseHeight);

                if (this.isFinishedVersus)
                {
                    for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                    {
                        GamePlayer player = GameLevel.GetPlayerInLevel(i);

                        //  You win
                        if (RobotGameGame.VersusGameInfo.killPoint <= player.KillPoint)
                        {
                            scaledWidth  = (int)((float)imageWinWidth * sizeScale.X);
                            scaledHeight = (int)((float)imageWinHeight * sizeScale.Y);

                            posX = (int)((FrameworkCore.ViewWidth / 2) -
                                         (scaledWidth / 2));

                            posY = (int)((FrameworkCore.ViewHeight / 2) -
                                         (scaledHeight / 2));

                            if (player.PlayerIndex == PlayerIndex.One)
                            {
                                posY -= FrameworkCore.ViewHeight / 4;
                            }
                            else if (player.PlayerIndex == PlayerIndex.Two)
                            {
                                posY += FrameworkCore.ViewHeight / 4;
                            }

                            this.spriteObjHudVersusWin.ScreenRectangle = new Rectangle(
                                posX, posY,
                                scaledWidth, scaledHeight);
                        }
                        //  You lose
                        else
                        {
                            scaledWidth  = (int)((float)imageLoseWidth * sizeScale.X);
                            scaledHeight = (int)((float)imageLoseHeight * sizeScale.Y);

                            posX = (int)((FrameworkCore.ViewWidth / 2) -
                                         (scaledWidth / 2));

                            posY = (int)((FrameworkCore.ViewHeight / 2) -
                                         (scaledHeight / 2));

                            if (player.PlayerIndex == PlayerIndex.One)
                            {
                                posY -= FrameworkCore.ViewHeight / 4;
                            }
                            else if (player.PlayerIndex == PlayerIndex.Two)
                            {
                                posY += FrameworkCore.ViewHeight / 4;
                            }

                            this.spriteObjHudVersusLose.ScreenRectangle =
                                new Rectangle(posX, posY, scaledWidth, scaledHeight);
                        }
                    }
                }

                //  Resizing Hud
                ResizeHud();
            }
        }
Esempio n. 6
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        /// <summary>
        /// checks the mission objective during the game play.
        /// Moves to the next stage after the mission gets cleared, 
        /// and when the mission is failed, returns to the main menu.
        /// </summary>
        /// <param name="gameTime"></param>
        protected override void CheckMission(GameTime gameTime)
        {
            //  Checking mission
            if (IsMissionFailed == false)
            {
                IsMissionFailed = GameLevel.IsMissionFailed();
            }

            if (IsMissionClear == false)
            {
                IsMissionClear = gameLevel.IsMissionClear();
            }

            //  Mission complete!!
            if (IsMissionClear )
            {
                if (GameSound.IsPlaying(soundBGM))
                {
                    SetVisibleHud(false);

                    //  The volume for the sound effects besides the 
                    //  background music will be lowered.
                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Default.ToString(), 0.4f);

                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Effect.ToString(), 0.4f);

                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Music.ToString(), 1.0f);

                    //  Stop background music
                    GameSound.Stop(soundBGM);

                    //  Play victory music
                    GameSound.Play(SoundTrack.MissionClear);

                    //  Player stop
                    for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                    {
                        GamePlayer player = GameLevel.GetPlayerInLevel(i);

                        player.MissionEnd();
                    }

                    if (NextScreen == null)
                        throw new InvalidOperationException("Please set to next screen");

                    //  Go to next stage
                    ExitScreen();
                }

                //  display the clear image
                if (missionResultElapsedTime > MissionResultVisibleTime)
                {
                    this.spriteObjMissionClear.Visible = true;
                }
                else
                {
                    if (missionResultElapsedTime < MissionResultVisibleTime)
                    {
                        missionResultElapsedTime +=
                                    (float)gameTime.ElapsedGameTime.TotalSeconds;
                    }

                    this.spriteObjMissionClear.Visible = false;
                }
            }
            //  Mission failed
            else if (IsMissionFailed )
            {
                if (GameSound.IsPlaying(soundBGM))
                {
                    SetVisibleHud(false);

                    //  The volume for the sound effects besides the 
                    //  background music will be lowered.
                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Default.ToString(), 0.4f);

                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Effect.ToString(), 0.4f);

                    FrameworkCore.SoundManager.SetVolume(
                                        SoundCategory.Music.ToString(), 1.0f);

                    //  Stop background music
                    GameSound.Stop(soundBGM);

                    //  Play fail music
                    GameSound.Play(SoundTrack.MissionFail);

                    //  Player sound and action stop
                    for (int i = 0; i < GameLevel.PlayerCountInLevel; i++)
                    {
                        GamePlayer player = GameLevel.GetPlayerInLevel(i);

                        player.MissionEnd();
                    }

                    //  Go to main menu
                    NextScreen = new MainMenuScreen();
                    TransitionOffTime = TimeSpan.FromSeconds(8.0f);
                    ExitScreen();
                }

                //  display the failed image
                if (missionResultElapsedTime > MissionResultVisibleTime)
                {
                    this.spriteObjMissionFailed.Visible = true;
                }
                else
                {
                    if (missionResultElapsedTime < MissionResultVisibleTime)
                    {
                        missionResultElapsedTime +=
                                        (float)gameTime.ElapsedGameTime.TotalSeconds;
                    }

                    this.spriteObjMissionFailed.Visible = false;
                }
            }
        }