Esempio n. 1
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        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (xnaEffect == null)
                return;

            windowSize = xnaEffect.Parameters["windowSize"];
            sceneMap = xnaEffect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
                throw new NotSupportedException("windowSize and sceneMap must be " +
                    "valid in PostScreenShader=" + Filename);

            // Init additional stuff
            downsampleMap = xnaEffect.Parameters["downsampleMap"];
            blurMap1 = xnaEffect.Parameters["blurMap1"];
            blurMap2 = xnaEffect.Parameters["blurMap2"];
            timer = xnaEffect.Parameters["Timer"];

            // Load noise texture for stripes effect
            noiseMap = xnaEffect.Parameters["noiseMap"];
            noiseMapTexture = new Texture("Noise128x128.dds");
            // Set texture
            noiseMap.SetValue(noiseMapTexture.XnaTexture);
        }
Esempio n. 2
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		} // IsVisible(point)
		#endregion

		#region Occlusion testing (not supported in XNA)
		/// <summary>
		/// Occlusion intensity
		/// </summary>
		/// <param name="tex">Tex</param>
		/// <param name="pos">Position</param>
		/// <param name="size">Size</param>
		/// <returns>Float</returns>
		public static float OcclusionIntensity(Texture tex, Point pos, int size)
		{
			return 0.0f;
		} // OcclusionIntensity(tex, pos, size)
Esempio n. 3
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        /// <summary>
        /// Run game screen. Called each frame.
        /// </summary>
        /// <param name="game">Form for access to asteroid manager and co</param>
        public void Run(XnaShooterGame game)
        {
            // Make sure the textures and models are linked correctly
            hudTopTexture = game.hudTopTexture;
            hudBottomTexture = game.hudBottomTexture;
            landscapeModels = game.landscapeModels;
            shipModels = game.shipModels;
            itemModels = game.itemModels;

            // Render landscape, ships and neutral objects
            RenderLevelBackground(
                //tst: 30+
                Player.gameTimeMs / 64.0f);//66.0f);//33.0f);

            // Handle game logic, move player around, weapons, collisions, etc.
            Player.HandleGameLogic(this);

            // Handle effect stuff
            BaseGame.effectManager.HandleAllEffects();

            // Render hud on top of 3d stuff
            RenderHud();

            // End game if escape was pressed or game is over and space or mouse
            // button was pressed.
            if (Input.KeyboardEscapeJustPressed ||
                Input.GamePadBackJustPressed ||
                (Player.GameOver &&
                (Input.KeyboardSpaceJustPressed ||
                Input.GamePadAJustPressed ||
                Input.GamePadBJustPressed ||
                Input.GamePadXJustPressed ||
                Input.GamePadXJustPressed ||
                Input.MouseLeftButtonJustPressed)))
            {
                // Upload new highscore (as we currently are in game,
                // no bonus or anything will be added, this score is low!)
                Player.SetGameOverAndUploadHighscore();

                // Reset camera to origin and notify we are not longer in game mode
                XnaShooterGame.camera.SetPosition(Vector3.Zero);

                // Quit to the main menu
                quit = true;
            } // if
        }
Esempio n. 4
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        public void Load()
        {
            // Load textures
            if (effectTextures == null)
            {
                effectTextures = new Texture[EffectTextureFilenames.Length];
                for (int num = 0; num < effectTextures.Length; num++)
                {
                    effectTextures[num] = new Texture(EffectTextureFilenames[num]);
                } // for (num)
            } // if

            if (explosionTextures == null)
            {
                explosionTextures =
                    new AnimatedTexture[ExplosionTextureFilenames.Length];
                for (int num = 0; num < explosionTextures.Length; num++)
                {
                    explosionTextures[num] = new AnimatedTexture(
                        ExplosionTextureFilenames[num]);
                } // for (num)
            } // if
        }
Esempio n. 5
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        /// <summary>
        /// Allows the game to perform any initialization it needs.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Make sure mouse is centered
            Input.Update();
            Input.MousePos = new Point(
                Window.ClientBounds.X + width / 2,
                Window.ClientBounds.Y + height / 2);
            Input.Update();

            // Load menu textures
            mainMenuTexture = new Texture("MainMenu");
            mouseCursorTexture = new Texture("MouseCursor");
            hudTopTexture = new Texture("HudTop");
            hudBottomTexture = new Texture("HudBottom");

            // Load explosion effect
            //explosionTexture = new AnimatedTexture("Destroy");

            // Load background landscape and wall models
            landscapeModels = new Model[]
                {
                    new Model("BackgroundGround"),
                    new Model("Building"),
                    new Model("Building2"),
                    new Model("Building3"),
                    new Model("Building4"),
                    new Model("Building5"),
                    new Model("Kaktus"),
                    new Model("Kaktus2"),
                    new Model("KaktusBenny"),
                    new Model("KaktusSeg"),
                };
            shipModels = new Model[]
                {
                    new Model("OwnShip"),
                    new Model("Corvette"),
                    new Model("SmallTransporter"),
                    new Model("Firebird"),
                    new Model("RocketFrigate"),
                    new Model("Rocket"),
                    new Model("Asteroid"),
                };
            itemModels = new Model[]
                {
                    new Model("ItemHealth"),
                    new Model("ItemMg"),
                    new Model("ItemGattling"),
                    new Model("ItemPlasma"),
                    new Model("ItemRockets"),
                    new Model("ItemEmp"),
                };

            // Create main menu screen
            gameScreens.Push(new MainMenu());
            // Start game
            //gameScreens.Push(new Mission());
            //inGame = true;

            // Start music
            Sound.StartMusic();
        }
        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (xnaEffect == null)
                return;

            windowSize = xnaEffect.Parameters["windowSize"];
            sceneMap = xnaEffect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
                throw new NotSupportedException("windowSize and sceneMap must be " +
                    "valid in PostScreenShader=" + Filename);

            // Load screen border texture
            screenBorderFadeoutMap = xnaEffect.Parameters["screenBorderFadeoutMap"];
            screenBorderFadeoutMapTexture = new Texture("ScreenBorderFadeout.dds");
            // Set texture
            screenBorderFadeoutMap.SetValue(
                screenBorderFadeoutMapTexture.XnaTexture);
        }