/// <summary> /// Initialize /// </summary> /// <returns>True if successful.</returns> public bool Initialize() { if (MUSIC_SYNC_ENABLED) { Cursor.visible = false; } RB.MusicSetup(0, "Demos/DemoReel/Music/Starter8bitDub"); MusicPlay(); mScenes.Add(new SceneGameLoop()); mScenes.Add(new SceneDrawing()); mScenes.Add(new SceneText()); mScenes.Add(new SceneClipOffscreen()); mScenes.Add(new SceneTilemap()); mScenes.Add(new SceneTMXProps()); mScenes.Add(new SceneInfiniteMap()); mScenes.Add(new SceneSpriteSheetDraw()); mScenes.Add(new SceneSpritepack()); mScenes.Add(new SceneEase()); mScenes.Add(new SceneShader()); mScenes.Add(new ScenePixelStyle(RB.PixelStyle.Wide)); mScenes.Add(new ScenePixelStyle(RB.PixelStyle.Tall)); mScenes.Add(new SceneSound()); mScenes.Add(new SceneInput()); mScenes.Add(new SceneEffects(RB.Effect.Scanlines)); mScenes.Add(new SceneEffects(RB.Effect.Noise)); mScenes.Add(new SceneEffects(RB.Effect.Desaturation)); mScenes.Add(new SceneEffects(RB.Effect.Curvature)); mScenes.Add(new SceneEffects(RB.Effect.Slide)); mScenes.Add(new SceneEffects(RB.Effect.Wipe)); mScenes.Add(new SceneEffects(RB.Effect.Shake)); mScenes.Add(new SceneEffects(RB.Effect.Zoom)); mScenes.Add(new SceneEffects(RB.Effect.Rotation)); mScenes.Add(new SceneEffects(RB.Effect.ColorFade)); mScenes.Add(new SceneEffects(RB.Effect.ColorTint)); mScenes.Add(new SceneEffects(RB.Effect.Negative)); mScenes.Add(new SceneEffects(RB.Effect.Pixelate)); mScenes.Add(new SceneEffects(RB.Effect.Pinhole)); mScenes.Add(new SceneEffects(RB.Effect.InvertedPinhole)); mScenes.Add(new SceneEffects(RB.Effect.Fizzle)); mScenes.Add(new SceneEffectShader()); mScenes.Add(new SceneEffectApply()); mCurrentScene = 0; mScenes[mCurrentScene].Enter(); return(true); }
/// <summary> /// Initialize /// </summary> /// <returns>True if successful</returns> public bool Initialize() { RB.SpriteSheetSetup(SPRITESHEET_SPRITES, "Demos/SuperFlagRun/Sprites", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TITLE, "Demos/SuperFlagRun/SpritesTitle", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_TERRAIN, "Demos/SuperFlagRun/TilemapTerrain", new Vector2i(16, 16)); RB.SpriteSheetSetup(SPRITESHEET_DECO, "Demos/SuperFlagRun/TilemapDeco", new Vector2i(16, 16)); RB.SpriteSheetSet(SPRITESHEET_SPRITES); RB.FontSetup(GAME_FONT, 'A', 'Z', new Vector2i(0, 130), 0, new Vector2i(12, 12), 6, 1, -1, false); if (!LoadMap()) { return(false); } RB.SoundSetup(SOUND_JUMP, "Demos/SuperFlagRun/Jump"); RB.SoundSetup(SOUND_PICKUP_FLAG, "Demos/SuperFlagRun/Pickup"); RB.SoundSetup(SOUND_DROP_FLAG, "Demos/SuperFlagRun/DropFlag"); RB.SoundSetup(SOUND_START_GAME, "Demos/SuperFlagRun/StartGame"); RB.SoundSetup(SOUND_FOOT_STEP, "Demos/SuperFlagRun/FootStep"); RB.MusicSetup(0, "Demos/SuperFlagRun/Music/GoLucky"); RB.MusicVolumeSet(0.5f); RB.MusicPlay(0); SceneTitle scene = new SceneTitle(); scene.Initialize(); SwitchScene(scene); RB.EffectSet(RB.Effect.Scanlines, 0.25f); RB.EffectSet(RB.Effect.Noise, 0.05f); if (!mStandalone) { RB.PresentDisable(); } return(true); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { // You can load a spritesheet here RB.SpriteSheetSetup(0, "Demos/BrickBust/Sprites", new Vector2i(10, 10)); RB.SpriteSheetSet(0); mMainMenu = new MainMenu(); RB.EffectSet(RB.Effect.Scanlines, 0.2f); RB.EffectSet(RB.Effect.Noise, 0.01f); RB.ShaderSetup(C.SHADER_SHADOW, "Demos/BrickBust/DrawShaderShadow"); RB.ShaderSpriteSheetTextureSet(C.SHADER_SHADOW, "_SpritesTexture", 0); RB.SoundSetup(C.SOUND_HIT_BRICK, "Demos/BrickBust/Sounds/hit"); RB.SoundSetup(C.SOUND_HIT_WALL, "Demos/BrickBust/Sounds/hit2"); RB.SoundSetup(C.SOUND_EXPLODE, "Demos/BrickBust/Sounds/explode"); RB.SoundSetup(C.SOUND_DEATH, "Demos/BrickBust/Sounds/death"); RB.SoundSetup(C.SOUND_START, "Demos/BrickBust/Sounds/start"); RB.SoundSetup(C.SOUND_POWERUP, "Demos/BrickBust/Sounds/powerup"); RB.SoundSetup(C.SOUND_LASERSHOT, "Demos/BrickBust/Sounds/lasershot"); RB.SoundSetup(C.SOUND_LASERHIT, "Demos/BrickBust/Sounds/laserhit"); RB.MusicSetup(C.MENU_MUSIC, "Demos/BrickBust/Music/BossFight"); RB.MusicSetup(C.LEVEL_MUSIC, "Demos/BrickBust/Music/Stage2"); RB.MusicVolumeSet(0.4f); LevelDef.Initialize(); ChangeState(GameState.MAIN_MENU); if (UnityEngine.Application.isMobilePlatform) { C.ACTION_VERB = "TAP"; } return(true); }
/// <summary> /// Initialize your game here. /// </summary> /// <returns>Return true if successful</returns> public bool Initialize() { // You can load a spritesheet here RB.SpriteSheetSetup(0, "Demos/RetroDungeoneer/SpritePack", new Vector2i(16, 16)); RB.SpriteSheetSet(0); var fontSprite = RB.PackedSpriteGet(S.FONT_RETROBLIT_DROPSHADOW); var fontPos = new Vector2i(fontSprite.SourceRect.x + 1, fontSprite.SourceRect.y + 1); RB.FontSetup(C.FONT_RETROBLIT_DROPSHADOW, '!', (char)((int)'~' + 8), fontPos, 0, new Vector2i(6, 7), ((int)'~' + 8) - (int)'!' + 1, 1, 1, false); RB.MusicSetup(C.MUSIC_MAIN_MENU, "Demos/RetroDungeoneer/Music/ReturnToNowhere"); RB.MusicSetup(C.MUSIC_GAME, "Demos/RetroDungeoneer/Music/DungeonAmbience"); RB.MusicSetup(C.MUSIC_DEATH, "Demos/RetroDungeoneer/Music/DeathPiano"); RB.MusicSetup(C.MUSIC_FOREST, "Demos/RetroDungeoneer/Music/ForestAmbience"); RB.SoundSetup(C.SOUND_MONSTER_DEATH, "Demos/RetroDungeoneer/Sounds/MonsterDeath"); RB.SoundSetup(C.SOUND_PLAYER_DEATH, "Demos/RetroDungeoneer/Sounds/PlayerDeath"); RB.SoundSetup(C.SOUND_FOOT_STEP, "Demos/RetroDungeoneer/Sounds/FootStep"); RB.SoundSetup(C.SOUND_MONSTER_ATTACK, "Demos/RetroDungeoneer/Sounds/MonsterAttack"); RB.SoundSetup(C.SOUND_PLAYER_ATTACK, "Demos/RetroDungeoneer/Sounds/PlayerAttack"); RB.SoundSetup(C.SOUND_INVENTORY, "Demos/RetroDungeoneer/Sounds/Inventory"); RB.SoundSetup(C.SOUND_DRINK, "Demos/RetroDungeoneer/Sounds/Drink"); RB.SoundSetup(C.SOUND_MENU_OPEN, "Demos/RetroDungeoneer/Sounds/MenuOpen"); RB.SoundSetup(C.SOUND_MENU_CLOSE, "Demos/RetroDungeoneer/Sounds/MenuClose"); RB.SoundSetup(C.SOUND_STAIRS, "Demos/RetroDungeoneer/Sounds/Stairs"); RB.SoundSetup(C.SOUND_POINTER_SELECT, "Demos/RetroDungeoneer/Sounds/PointerSelect"); RB.SoundSetup(C.SOUND_SELECT_OPTION, "Demos/RetroDungeoneer/Sounds/SelectOption"); RB.SoundSetup(C.SOUND_LEVEL_UP, "Demos/RetroDungeoneer/Sounds/LevelUp"); RB.SoundSetup(C.SOUND_FIREBALL, "Demos/RetroDungeoneer/Sounds/Fireball"); RB.SoundSetup(C.SOUND_LIGHTNING, "Demos/RetroDungeoneer/Sounds/Lightning"); RB.SoundSetup(C.SOUND_CONFUSE, "Demos/RetroDungeoneer/Sounds/Confuse"); RB.SoundSetup(C.SOUND_CHEAT, "Demos/RetroDungeoneer/Sounds/CheatMode"); RB.SoundSetup(C.SOUND_AGGRO1, "Demos/RetroDungeoneer/Sounds/Aggro1"); RB.SoundSetup(C.SOUND_AGGRO2, "Demos/RetroDungeoneer/Sounds/Aggro2"); RB.SoundSetup(C.SOUND_PLAYER_FALL_YELL, "Demos/RetroDungeoneer/Sounds/PlayerFallYell"); RB.SoundSetup(C.SOUND_PORTAL, "Demos/RetroDungeoneer/Sounds/Portal"); RB.SoundSetup(C.SOUND_JUMP, "Demos/RetroDungeoneer/Sounds/Jump"); RB.SoundSetup(C.SOUND_BOW_SHOOT, "Demos/RetroDungeoneer/Sounds/BowShoot"); RB.SoundSetup(C.SOUND_BOW_HIT, "Demos/RetroDungeoneer/Sounds/BowHit"); RB.SoundSetup(C.SOUND_WEB, "Demos/RetroDungeoneer/Sounds/Web"); RB.SoundSetup(C.SOUND_TELEPORT, "Demos/RetroDungeoneer/Sounds/Teleport"); RB.SoundSetup(C.SOUND_SLIME, "Demos/RetroDungeoneer/Sounds/Slime"); RB.ShaderSetup(C.SHADER_VIGNETTE, "Demos/RetroDungeoneer/DrawVignette"); RB.EffectSet(RB.Effect.Scanlines, 0.5f); EntityFunctions.Initialize(); S.InitializeAnims(); InitializeNewGame.InitializeConstants(); RenderFunctions.Initialize(); mSceneGame = new SceneGame(); mSceneMainMenu = new SceneMainMenu(); mSceneMessage = new SceneMessage(); // Generate tile grid, this is a one time operation, we can keep reusing the grid var gridColor = Color.white; for (int x = 0; x < RB.MapSize.width; x++) { for (int y = 0; y < RB.MapSize.height; y++) { RB.MapSpriteSet(C.LAYER_GRID, new Vector2i(x, y), S.GRID, gridColor); } } ChangeScene(SceneEnum.MAIN_MENU); // Collect any garbage created during initilization to avoid a performance hiccup later. System.GC.Collect(); return(true); }