public void DrawBackground(SpriteBatch batch, BackGroundTypes bgType) { var y = 0; for (var j = 0; j < (int)(Game.Height / Types.GetBackGround(bgType).Height) + 1; j++) { var x = 0; for (var i = 0; i < (int)(Game.Width / Types.GetBackGround(bgType).Width) + 1; i++) { batch.Draw(Types.GetBackGround(bgType), new Vector2(x, y), Color.Lerp(Color.Black, Color.White, Fade.Fade)); x += (int)Types.GetBackGround(bgType).Width; } y += (int)Types.GetBackGround(bgType).Height; } batch.Draw(Textures.CmnFade, null, new Rectangle(Bounds.Right, 0, (int)Game.Width - Bounds.Right, (int)Game.Height), null, null, 0, null, null); /* * var y = 0; * for (var j = 0; j < (int) (Game.Height/Types.GetBackGround(bgType).Height) + 1; j++) * { * var x = Sprites.BrkWhite.Width*Game.Game.BlocksWide; * for (var i = 0; i < Bounds.Width/Types.GetBackGround(bgType).Width; i++) * { * x -= (int) Types.GetBackGround(bgType).Width; * batch.Draw(Types.GetBackGround(bgType), * new Vector2(Bounds.X + x, Bounds.Y + y), * Color.Lerp(Color.Black, Color.White, Fade.Fade)); * } * y += (int) Types.GetBackGround(bgType).Height; * } */ }
public PlayerSelectArena(Arkanoid game, BackGroundTypes backGround) : base(game) { BackGround = backGround; MenuItems = new[] { Textures.Cmn1Player, Textures.Cmn2Player, Textures.CmnBack }; foreach (var texture in MenuItems) { MenuHeight += texture.Height; } }
public MenuArenaSelector(Arkanoid game, bool twoPlayer, BackGroundTypes backGround) : base(game) { BackGround = backGround; TwoPlayer = twoPlayer; var menu = Levels.Levels.Wads.Select(wad => wad.Title).ToList(); menu.Add(Textures.CmnBack); MenuItems = menu.ToArray(); foreach (var texture in MenuItems) { MenuHeight += texture.Height; } }
public MenuArena(Arkanoid game, BackGroundTypes?background = null) : base(game) { BackGround = background ?? RandomUtils.RandomEnum <BackGroundTypes>(); Levels.Levels.LoadWads(Game, Game.GraphicsDevice, Game.Content); Levels.Levels.UpdateCustom(Game); Demo = new TimeSpan(0, 0, 0, 30); Game.Sounds.IntroMusic.Play(); MenuItems = new[] { Textures.CmnStart, Textures.CmnEdit, Textures.CmnCredits, Textures.CmnExit }; foreach (var texture in MenuItems) { MenuHeight += texture.Height; } }
public CreditsArena(Arkanoid game, BackGroundTypes backGround) : base(game) { Show = new TimeSpan(0, 0, 0, 15); Credits = new List <string> { "Lead Developer", "Benjamin Tarrant", "I", "Creative Concepts and Levels", "Chloe Tarrant", "Jansen Tarrant", "Benjamin Tarrant", "I", "Deticated To", "Aurora and Ianeta Tarrant" }; }
public LoadArena(Arkanoid game, LevelWad wad, BackGroundTypes backGround, bool twoPlayer) : base(game) { TwoPlayer = twoPlayer; BackGround = backGround; Wad = wad; LevelNumber = game.Settings.Unlocks.ContainsKey(wad.Name) ? game.Settings.Unlocks[wad.Name].LevelScores.Count : 0; MaxLevel = LevelNumber; LeftLevelOffset = new Vector2(Bounds.Center.X - (Textures.CmnSmallFrameCustom.Width + 20), Bounds.Center.Y - Textures.CmnSmallFrameCustom.Height / 2f); RightLevelOffset = new Vector2(Bounds.Center.X, LeftLevelOffset.Y); RightButton = new Vector2(RightLevelOffset.X + (Textures.CmnSmallFrame.Width + 20), LeftLevelOffset.Y - Textures.CmnRight.Height + Textures.CmnSmallFrame.Height / 2f); LeftButton = new Vector2(LeftLevelOffset.X - (Textures.CmnLeft.Width + 20), LeftLevelOffset.Y - Textures.CmnLeft.Height + Textures.CmnSmallFrame.Height / 2f); ExitOffset = new Vector2(Bounds.Center.X - Textures.CmnBack.Width / 2f, LeftLevelOffset.Y + Textures.CmnSmallFrame.Height + 20); TitleOffset = new Vector2(Bounds.Center.X - wad.Title.Width / 2f, LeftLevelOffset.Y - (wad.Title.Height + 20)); Left = wad.Levels[LevelNumber].Key != null; }
public static Sprite GetBackGround(BackGroundTypes type) { switch (type) { case BackGroundTypes.Doh: { return(Sprites.BgDoh); } case BackGroundTypes.PurpleCircuit: { return(Sprites.BgPurpleCircuit); } case BackGroundTypes.RedCircuit: { return(Sprites.BgRedCircuit); } case BackGroundTypes.DarkRedCircuit: { return(Sprites.BgDarkRedCircuit); } case BackGroundTypes.BlueCircuit: { return(Sprites.BgBlueCircuit); } case BackGroundTypes.DarkBlueCircuit: { return(Sprites.BgDarkBlueCircuit); } case BackGroundTypes.CellularGreen: { return(Sprites.BgCellularGreen); } case BackGroundTypes.DarkCellularGreen: { return(Sprites.BgDarkCellularGreen); } case BackGroundTypes.BlueHex: { return(Sprites.BgBlueHex); } case BackGroundTypes.DarkBlueHex: { return(Sprites.BgDarkBlueHex); } case BackGroundTypes.DarkTech: { return(Sprites.BgDarkTech); } case BackGroundTypes.GreySkin: { return(Sprites.BgGreySkin); } case BackGroundTypes.GoldHive: { return(Sprites.BgGoldHive); } case BackGroundTypes.RedInnards: { return(Sprites.BgRedInnards); } case BackGroundTypes.GreenWeave: { return(Sprites.BgGreenWeave); } case BackGroundTypes.GreyBevelHex: { return(Sprites.BgGreyBevelHex); } default: { return(Sprites.BgBlueHex); } } }