public LogoScreen(TextureObject logo, Data.UI.DrawableGameScreen next) : base(true) { EngineGlobals.GameReference.ClearColor = Color.Black; _logoColor = Color.Black; _logo = logo; nextScreen = next; }
public override void Update(float dt) { if (_timeOn < screen_on_time) { _timeOn += dt; } else { _stateManager.AddScreenLoad(new TitleScreen()); _stateManager.RemoveScreen(this); } if (_timeOn < 1) { _logoColor = Color.Lerp(Color.Black, Color.White, _timeOn / 1); } else if (_timeOn > screen_on_time - 1) { _logoColor = Color.Lerp(Color.White, Color.Black, (_timeOn - (screen_on_time - 1)) / 1); } }
public override void Draw(Equestribatch sb) { if (!entryComplete) _displayColor = Color.Multiply(Color.White, timer / ENTRYTIME); if (delayComplete && !exitComplete) _displayColor = Color.Multiply(Color.White, 1 - (timer / EXITTIME)); sb.Begin(); if(entryComplete && !displayComplete) sb.DrawString(_fontDisplay,(goldRecieved >= 0 ? "+" : "") + goldRecieved, Vector2.Lerp(_displayPos,_displayPos - new Vector2(0,128),timer / DISPLAYTIME), Color.Multiply(goldRecieved >= 0 ? Color.Yellow : Color.Red,1 - (timer/DISPLAYTIME))); //sb.DrawString(_fontDisplay, "" + goldDisplayed, _displayPos + Vector2.One, ); sb.DrawString(_fontDisplay, "" + goldDisplayed, _displayPos, _displayColor); sb.Draw(_bits.Texture, _displayPos - new Vector2(38, -8), _displayColor); sb.End(); base.Draw(sb); }
public void Draw(TextureObject textureObject, Vector2 position, Rectangle? sourceRect, Color color, float rotation, Vector2 origin, Vector2 scale, int effects, float depth) { SpriteEffects sfx; switch (effects) { case 1: sfx = SpriteEffects.FlipHorizontally; break; case 2: sfx = SpriteEffects.FlipVertically; break; case 3: sfx = SpriteEffects.FlipHorizontally | SpriteEffects.FlipVertically; break; default: sfx = SpriteEffects.None; break; } base.Draw(textureObject.Texture, position, sourceRect, color, rotation, origin, scale, sfx, depth); }
public static void GenerateTextureObjectFromPopText(out TextureObject output,int num, Color? color = null) { TextureAtlas atlas = EquestriEngine.AssetManager.GetTexture("{pop_text}") as TextureAtlas; string temp = "" + num; int width = 0, height = 0; for (int i = 0; i < temp.Length; i++) { var rect = atlas["num_" + temp[i]]; width += rect.Width; if (rect.Height > height) height = rect.Height; } RenderTarget2D _textTarget = new RenderTarget2D(Device_Ref,width,height); Device_Ref.SetRenderTarget(_textTarget); Device_Ref.Clear(color == null ? Color.Black : color.Value); Equestribatch batch = new Equestribatch(Device_Ref); batch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); int lastWidth = 0; for (int i = 0; i < temp.Length; i++) { batch.Draw(atlas.Texture, new Vector2(lastWidth, 0), atlas["num_" + temp[i]], Color.White); lastWidth += atlas["num_" + temp[i]].Width; } batch.End(); Device_Ref.SetRenderTarget(null); output = EquestriEngine.AssetManager.CreateTextureObjectFromTarget("{"+temp+"}", _textTarget); _textTarget.Dispose(); }
public static Color Multiply(Color color, float amount) { return ColorRGBA.Multiply(color, amount); }
public static Color Lerp(Color colorA,Color colorB, float amount) { return ColorRGBA.Lerp(colorA,colorB,amount); }
public GameOverScreen() : base(true) { EngineGlobals.GameReference.ClearColor = Color.Black; _logoColor = Color.Black; }
public static void GenerateTextureObjectFromMethod(TargetObject input, out TextureObject output,string name, System.Action<Equestribatch> method, Color? color = null,EffectObject effect = null) { input.RunTarget(method,color,effect); output = new TextureObject(name, input.Texture,true); }
public void Draw(TextureObject textureObject, Rectangle destRect, Rectangle? sourceRect, Color color) { base.Draw(textureObject.Texture, destRect, sourceRect, color); }
public void Draw(TextureObject textureObject, Vector2 position, Rectangle? sourceRect, Color color) { base.Draw(textureObject.Texture, position, sourceRect, color); }
public ConsoleWindow(object game) : base(game) { _font = EquestriEngine.AssetManager.CreateFontFromFile("{console}", @"fonts\celestia_redux"); _consoleColor = Color.Multiply(Color.White, 0.5f); _currentMode = ConsoleMode.Console; _consoleInput = new Variable(""); _entries = ""; process = System.Diagnostics.Process.GetCurrentProcess(); }