/// <summary> /// Instantiates the default particle effect. /// </summary> private ParticleEffect InstantiateDefaultParticleEffect() { Trace.WriteLine("Instantiating default particle effect...", "CORE"); ParticleEffect effect = new ParticleEffect { new Emitter { Budget = 5000, Enabled = true, MinimumTriggerPeriod = 0f, Name = "Basic Emitter", ParticleTexture = this.DefaultParticleTexture, ParticleTextureAssetName = "FlowerBurst", ReleaseColour = Color.White.ToVector3(), ReleaseOpacity = 1f, ReleaseQuantity = 10, ReleaseScale = new VariableFloat { Value = 32f, Variation = 16f }, ReleaseSpeed = new VariableFloat { Value = 25f, Variation = 25f }, Term = 1f, Modifiers = new ModifierCollection(), }, }; effect.Initialise(); return(effect); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here _scoreFont = Content.Load <SpriteFont>("scoreFont"); _countInFont = Content.Load <SpriteFont>("countInFont"); _winningFont = Content.Load <SpriteFont>("winningFont"); _menuChange = Content.Load <SoundEffect>("menuChange"); _menuSelect = Content.Load <SoundEffect>("menuSelect"); _paddleHit = Content.Load <SoundEffect>("paddleHit"); _pointScored = Content.Load <SoundEffect>("pointScored"); _male3 = Content.Load <SoundEffect>("male3"); _male2 = Content.Load <SoundEffect>("male2"); _male1 = Content.Load <SoundEffect>("male1"); _winningSound = Content.Load <SoundEffect>("winning"); _powerUpSound = Content.Load <SoundEffect>("powerUp"); _boing = Content.Load <SoundEffect>("boing"); _blueSunEffect = Content.Load <ParticleEffect>("BlueSun"); _blueSunEffect.LoadContent(Content); _blueSunEffect.Initialise(); _pinkSunEffect = Content.Load <ParticleEffect>("Sun"); _pinkSunEffect.LoadContent(Content); _pinkSunEffect.Initialise(); _backgroundEffect = Content.Load <ParticleEffect>("trail"); _backgroundEffect.LoadContent(Content); _backgroundEffect.Initialise(); _trailEffect = Content.Load <ParticleEffect>("fireball5"); _trailEffect.LoadContent(Content); _trailEffect.Initialise(); _leftPaddleEffect = Content.Load <ParticleEffect>("red_smoke"); _leftPaddleEffect.LoadContent(Content); _leftPaddleEffect.Initialise(); _rightPaddleEffect = Content.Load <ParticleEffect>("blue_smoke"); _rightPaddleEffect.LoadContent(Content); _rightPaddleEffect.Initialise(); _backgroundMusic = Content.Load <Song>("inception"); _myRenderer.LoadContent(Content); if (MediaPlayer.State == MediaState.Stopped) { MediaPlayer.Play(_backgroundMusic); MediaPlayer.Volume = 0.4f; MediaPlayer.IsRepeating = true; } else if (MediaPlayer.State == MediaState.Paused) { MediaPlayer.Resume(); } }
public ParticleEntity(GameEnvironment env, string effectName) { Environment = env; Effect = Environment.contentManager.Load <ParticleEffect>(effectName).DeepCopy(); Effect.Initialise(); Effect.LoadContent(Environment.contentManager); }
public void LoadContentInEditor(ContentManager content) { _content = content; particleEffect = ParticleManager.getParticleEffect(particleType); if (particleEffect != null) { particleEffect.LoadContent(content); particleEffect.Initialise(); } }
public void LoadContent(ContentManager content) { flameEffect = content.Load <ParticleEffect>("Particles\\flameEffect"); flameEffect.LoadContent(content); flameEffect.Initialise(); explosionEffect = content.Load <ParticleEffect>("Particles\\explosionEffect"); explosionEffect.LoadContent(content); explosionEffect.Initialise(); particleRenderer.LoadContent(content); }
protected override void Initialize() { kinectRuntime = new Runtime(); kinectRuntime.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex); kinectRuntime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); kinectRuntime.VideoFrameReady += VideoFrameReady; kinectRuntime.SkeletonFrameReady += SkeletonFrameReady; particleEffect.Initialise(); base.Initialize(); }
public ParticleEffectComponent(Engine engine, string effectName, Vector2 initialPosition) : base(engine) { DrawParticleEffect = true; particleEffectName = effectName; this.Position = initialPosition; particleEffect = Engine.Content.Load <ParticleEffect>(@"ParticleEffects\" + particleEffectName); particleEffect.LoadContent(Engine.Content); particleEffect.Initialise(); DrawOrder = int.MaxValue - 1; Engine.AddComponent(this); }
private void Reload() { if (_content != null) { particleEffect = ParticleManager.getParticleEffect(particleType); if (particleEffect != null) { particleEffect.LoadContent(_content); particleEffect.Initialise(); layer.particleRenderer.removeParticleObjectsInEditor(this); layer.particleRenderer.addParticleObjectsInEditor(this, _content); layer.particleRenderer.particleRenderer.LoadContent(_content); } } }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Ressource.LoadContent(Content); score = new Hud(new TimeSpan(0, 0, 50), new Vector2(GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width, GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height)); //particules particleRenderer.LoadContent(Content); particleEffect = Ressource.BeamMeUp; particleEffect.LoadContent(Content); particleEffect.Initialise(); // VIDEO DISPLAY vidRectangle = new Rectangle(GraphicsDevice.Viewport.X, GraphicsDevice.Viewport.Y, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); if (!vidHasBeenPlayed) { VidPlayer.Play(Ressource.vid); vidHasBeenPlayed = true; } //MENU GENERATION menu = menu.ChangeMenu(Menu.MenuType.welcome); // MAP GENERARATION Tile.Content = Content; camera = new Camera(GraphicsDevice.Viewport); if (Ressource.parameter[0]) { MediaPlayer.Play(Ressource.song); MediaPlayer.Volume = 0.1f; } else { MediaPlayer.Stop(); } }
private void AddParticleEffect(ParticleEffect particleEffect, ICollidableTile trackingObject) { particleEffect.LoadContent(m_game.Content); particleEffect.Initialise(); var entry = new LightCausingParticleObject(particleEffect, m_particleRenderer, new PointLight() { Colour = Color.Orange, LightIntensity = 4, LightRadius = 25, LightPosition = new Vector3(300, 160, -100) }, trackingObject) { Name = "FlameThrower", Enabled = false }; ParticleEffects.Add(entry); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } kinectRGBVideo.Texture = new Texture2D(ScreenManager.GraphicsDevice, 640, 480, false, SurfaceFormat.Color); kinectRuntime = new Runtime(); kinectRuntime.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex); kinectRuntime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); kinectRuntime.VideoFrameReady += VideoFrameReady; kinectRuntime.SkeletonFrameReady += SkeletonFrameReady; kinectRGBVideo.Position = new Vector2(183, 225); UI_KinectFrameOffset = new Vector2(183, 225); // Game Set inits. //Game Level is initiated which has all the number of sets game and instruction gameLevelManager = new GameLevelManager(this.currentLevel, ref content); generateGameSet(); // Load sounds correct_snd = new GameSFX(content.Load <SoundEffect>("kling")); //Loads the background music and plays it GameMusic background = new GameMusic(content.Load <Song>("background_music3")); background.PlayLooping(); particleEffect = new ParticleEffect(); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService)) }; particleRenderer.LoadContent(content); particleEffect = content.Load <ParticleEffect>(("BasicExplosion")); particleEffect.LoadContent(content); particleEffect.Initialise(); //Interface Layer UI_FrameLayer = content.Load <Texture2D>("frame"); UI_FrameLayerPosition = new Vector2(0, 0); UI_Font_Instruction = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Instruction = new Vector2(500, 90); UI_Font_Score = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Score = new Vector2(500, 22); UI_Font_Level = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Level = new Vector2(80, 22); UI_Font_Time = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Time = new Vector2(850, 22); //Interactive Elements textAnim_GoodJob = new TextAnimator(content.Load <SpriteFont>("SpriteFont")); textAnim_GameOver = new TextAnimator(content.Load <SpriteFont>("SpriteFont")); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); // Debugger if (debuggerOn) { skeletonDebugger = new SkeletonOverlayDebugger(kinectRuntime); shapeDebugger.init(ScreenManager.GraphicsDevice); } } }
protected override void LoadContent() { // Rendering inits. spriteBatch = new SpriteBatch(GraphicsDevice); kinectRGBVideo.Texture = new Texture2D(GraphicsDevice, gameWidth, gameHeight, false, SurfaceFormat.Color); kinectRGBVideo.Position = new Vector2(183, 225); // Game Set inits. initGameSetList(); generateGameSet(); // Load sounds correct_snd = new GameSFX(Content.Load <SoundEffect>("kling")); //Loads the background music and plays it GameMusic background = new GameMusic(Content.Load <Song>("background_music3")); background.PlayLooping(); particleRenderer.LoadContent(Content); particleEffect = Content.Load <ParticleEffect>(("BasicExplosion")); particleEffect.LoadContent(Content); particleEffect.Initialise(); //Handling Interface Layer on the screen interfacelayer = Content.Load <Texture2D>("frame"); layerPos = new Vector2(0, 0); //Handling Font Sprite on the screen font = Content.Load <SpriteFont>("SpriteFont"); fontPos = new Vector2(535, 22); /* * //skeleton right hand * GameTextureInstance texture = GameTextureInstance.CreateBlank(GraphicsDevice, 20, 20); * texture.Position = new Vector2(0, 0); * texture.Alpha = 1; * texture.Color = Color.Orange; * skeletonSpots.Add(texture); * * //Left hand * texture = GameTextureInstance.CreateBlank(GraphicsDevice, 20, 20); * texture.Position = new Vector2(0, 0); * texture.Alpha = 1; * texture.Color = Color.BlueViolet; * skeletonSpots.Add(texture); * * //hotspots * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes); * texture.Position = new Vector2(EdgeOffset); * texture.Alpha = HotSpotAlpha; * hotSpots.Add(texture); * * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes); * texture.Position = new Vector2(GraphicsDevice.Viewport.Width - texture.Texture.Width - EdgeOffset, EdgeOffset); * texture.Alpha = HotSpotAlpha; * hotSpots.Add(texture); * * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes); * texture.Position = new Vector2(10, GraphicsDevice.Viewport.Height - texture.Texture.Height - EdgeOffset); * texture.Alpha = HotSpotAlpha; * hotSpots.Add(texture); * * texture = GameTextureInstance.CreateBlank(GraphicsDevice, HotSpotSizes, HotSpotSizes); * texture.Position = new Vector2(GraphicsDevice.Viewport.Width - texture.Texture.Width - EdgeOffset, GraphicsDevice.Viewport.Height - texture.Texture.Height - EdgeOffset); * texture.Alpha = HotSpotAlpha; * hotSpots.Add(texture); * * //debug textures * GameTextureInstance rectTexture = GameTextureInstance.CreateBlank(GraphicsDevice, 80, 80); * rectTexture.Alpha = 0.3f; * rectTexture.Color = Color.HotPink; * debugSpots.Add(rectTexture); * * rectTexture = GameTextureInstance.CreateBlank(GraphicsDevice, 80, 80); * rectTexture.Alpha = 0.3f; * rectTexture.Color = Color.HotPink; * debugSpots.Add(rectTexture); * * * ResetSquareColors(); */ }
/// <summary> /// Instantiates the default particle effect. /// </summary> private ParticleEffect InstantiateDefaultParticleEffect() { ParticleEffect effect = new ParticleEffect { new Emitter { Budget = 5000, Enabled = true, MinimumTriggerPeriod = 0f, Name = "Basic Emitter", ParticleTexture = this.DefaultParticleTexture, ParticleTextureAssetName = "FlowerBurst", ReleaseColour = Color.White.ToVector3(), ReleaseOpacity = 1f, ReleaseQuantity = 10, ReleaseScale = new VariableFloat { Value = 32f, Variation = 16f }, ReleaseSpeed = new VariableFloat { Value = 25f, Variation = 25f }, Term = 1f, Modifiers = new ModifierCollection(), }, }; effect.Initialise(); return effect; }