Esempio n. 1
0
        public ChainRenderer(float aspect, MusicStream audioPlayer)
        {
            chain1 = new UserInterfaceWidget($"{ContentDirectory}chain1.png", new Vector2(0.1f / aspect, 0.1f), Vector2.Zero);
            chain2 = new UserInterfaceWidget($"{ContentDirectory}chain2.png", new Vector2(0.1f / aspect, 0.1f), Vector2.Zero);
            skull1 = new UserInterfaceWidget($"{ContentDirectory}skull1.png", new Vector2(0.65f / aspect, 0.65f), new Vector2(-0.8f, 0.7f));
            skull2 = new UserInterfaceWidget($"{ContentDirectory}skull2.png", new Vector2(0.65f / aspect, 0.65f), new Vector2(0.8f, 0.7f));

            ruby = new UserInterfaceWidget($"{ContentDirectory}ruby.png",
                                           new Vector2(0.2f / aspect, 0.2f),
                                           new Vector2(0.0f, 0.85f));

            stencilQuad = gfx.VertexBufferFactory.CreateQuad(1.5f, 0.5f);

            this.aspect = aspect;

            this.audioPlayer = audioPlayer;
        }
Esempio n. 2
0
        public Game(int windowWidth, int windowHeight) : base(windowWidth, windowHeight)
        {
            Title = "Infernal Selection";

            RenderFrame += eRenderFrame;
            KeyDown     += Game_KeyDown;
            KeyUp       += Game_KeyUp;
            Closing     += Game_Closing;

            aspect = (float)Width / Height;

            audioPlayer = new MusicStream();

            gameState = GameState.Menu;

            GL.ClearColor(0.1f, 0.1f, 0.1f, 1.0f);
            shdFloor         = gfx.ShaderFactory.CreateFloorShader();
            shdTexture       = gfx.ShaderFactory.CreateTextureShader();
            shdBackground    = gfx.ShaderFactory.CreateBackgroundShader();
            shdFinalpass     = gfx.ShaderFactory.CreateFinalpassShader();
            shdUserInterface = gfx.ShaderFactory.CreateUserInterfaceShader();
            shdBloodyScreen  = gfx.ShaderFactory.CreateBloodyScreenShader();

            Matrix4 ortho = Matrix4.CreateOrthographic(20f * aspect, 20f, -1.0f, 1.0f);

            shdTexture.LoadMatrix4(ortho, "projection");
            shdFloor.LoadMatrix4(ortho, "projection");

            offscreen = new gfx.RenderTarget(Width, Height);

            screenQuad = gfx.VertexBufferFactory.CreateQuad(2.0f, 2.0f);

            texScratch = new gfx.Texture2D($"{ContentDirectory}scratch.png");

            arena = new Arena(15.0f);

            playButton = new UserInterfaceWidget($"{ContentDirectory}playbtn.png",
                                                 new Vector2(0.2f * 200f / 75f, 0.2f),
                                                 new Vector2(0.0f, 0.4f));

            exitButton = new UserInterfaceWidget($"{ContentDirectory}quitbtn.png",
                                                 new Vector2(0.2f * 200f / 75f, 0.2f),
                                                 new Vector2(0.0f, 0.0f));

            fplayButton = new UserInterfaceWidget($"{ContentDirectory}fplaybtn.png",
                                                  new Vector2(0.2f * 200f / 75f, 0.2f),
                                                  new Vector2(0.0f, 0.4f));

            fexitButton = new UserInterfaceWidget($"{ContentDirectory}fquitbtn.png",
                                                  new Vector2(0.2f * 200f / 75f, 0.2f),
                                                  new Vector2(0.0f, 0.0f));

            ggjIcon = new UserInterfaceWidget($"{ContentDirectory}ggj.png",
                                              new Vector2(0.3f / aspect, 0.3f),
                                              new Vector2(0.7f, -0.7f));

            chainRenderer = new ChainRenderer(aspect, audioPlayer);

            GL.Enable(EnableCap.StencilTest);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            audioPlayer.Play($"{ContentDirectory}e1m1.ogg", true);
            audioPlayer.Play($"{ContentDirectory}background_sound.ogg", true, 0.5f);
        }