コード例 #1
0
ファイル: PlayState.cs プロジェクト: rodstrom/soul
        public override void initialize(string data)
        {
            this.alpha = 0;
            this.returnData = "";
            this.timer = 0.0;
            this.cleansed = new Sprite(spriteBatch, game, Constants.GUI_LEVEL_CLEANSED);
            cleansedOffset = cleansed.Dimension * 0.5f;
            levelManager = new LevelManager();
            entityManager = new EntityManager(spriteBatch, game, audio, levelManager);

            player = new Player(spriteBatch, game, audio, "player", entityManager, controls);
            Vector2 newPlayerPos = new Vector2((float)Constants.RESOLUTION_VIRTUAL_WIDTH - 200f, (float)Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f);
            player.Position = newPlayerPos;
            entityManager.addEntity(player);
            entityManager.initialize();

            Level level = new Level(spriteBatch, game, audio, entityManager, player, controls, Constants.LEVEL01, "level01");
            levelManager.AddLevel(level);
            level = new Level(spriteBatch, game, audio, entityManager, player, controls, Constants.LEVEL02, "level02");
            levelManager.AddLevel(level);
            level = new Level(spriteBatch, game, audio, entityManager, player, controls, Constants.LEVEL03, "level03");
            levelManager.AddLevel(level);

            levelManager.setLevel(data);
            levelComplete = false;
            secondFade = new FadeInOut(spriteBatch, game);
            secondFade.Reset();
            secondFade.alphaValue = 1;
            fade = new FadeInOut(spriteBatch, game);
            fade.Reset();
            fade.FadeIn();
            audio.playMusic("main_music");
        }
コード例 #2
0
ファイル: IntroState.cs プロジェクト: rodstrom/soul
 public override void initialize(string data)
 {
     bg = new Sprite(spriteBatch, game, Constants.SPLASH_SCREEN_FILENAME);
     fade = new FadeInOut(spriteBatch, game);
     //audio.playMusic(Constants.AUDIO_INTRO);
     audio.playSound("intro_startup");
     fade.FadeIn();
 }
コード例 #3
0
ファイル: MenuState.cs プロジェクト: rodstrom/soul
        public override void initialize(string data)
        {
            this.pressStartOnce = false;
            glowList = new List<GlowParticle>();
            nextState = "";
            bg = new Sprite(spriteBatch, game, Constants.MENU_COMBINED_BG_COLORMAP);
            bg_normal = new Sprite(spriteBatch, game, Constants.MENU_COMBINED_BG_NORMALMAP);
            bg_front = new Sprite(spriteBatch, game, Constants.MENU_FRONT_BG_COLORMAP);
            bg_front_normal = new Sprite(spriteBatch, game, Constants.MENU_FRONT_BG_NORMALMAP);
            bg_spikes = new Sprite(spriteBatch, game, Constants.MENU_SPIKES_BG_COLORMAP);
            fog = new Sprite(spriteBatch, game, "Backgrounds\\background__0002s_0001_Layer-8");
            logo = new Sprite(spriteBatch, game, "GUI\\logo_SOUL");
            fade = new FadeInOut(spriteBatch, game);
            audio.playMusic("menu_music");
            glowFX = new GlowFX(game);
            menuStateManager = new MenuStateManager(spriteBatch, game, graphics, displayModes, controls, audio);
            menuStateManager.Initialize();
            spriteFont = game.Content.Load<SpriteFont>(Constants.GUI_FONT);
            askToQuit = new MenuManager(controls, "askToQuit");
            ImageButton button = new ImageButton(spriteBatch, game, controls, new Vector2(Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f - 300, Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 250.0f), Constants.GUI_YES, "quit_yes");
            Label label = new Label(spriteBatch, game, new Vector2(Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f, Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f), "quit_text", "Are you sure you want to quit?", false);
            button.onClick += new ImageButton.ButtonEventHandler(QuitConfirm);
            askToQuit.AddButton(button, label);
            button = new ImageButton(spriteBatch, game, controls, new Vector2(Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f + 300, Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 250.0f), Constants.GUI_NO, "quit_no");
            button.onClick += new ImageButton.ButtonEventHandler(QuitConfirm);
            askToQuit.AddButton(button);
            askToQuit.initialize();

            #region InitializeLighting
            PresentationParameters pp = game.GraphicsDevice.PresentationParameters;
            //int width = Constants.RESOLUTION_VIRTUAL_WIDTH;
            //int height = Constants.RESOLUTION_VIRTUAL_HEIGHT;
            int width = pp.BackBufferWidth;
            int height = pp.BackBufferHeight;
            SurfaceFormat format = pp.BackBufferFormat;
            Vertices = new VertexPositionColorTexture[4];
            Vertices[0] = new VertexPositionColorTexture(new Vector3(-1, 1, 0), Color.White, new Vector2(0, 0));
            Vertices[1] = new VertexPositionColorTexture(new Vector3(1, 1, 0), Color.White, new Vector2(1, 0));
            Vertices[2] = new VertexPositionColorTexture(new Vector3(-1, -1, 0), Color.White, new Vector2(0, 1));
            Vertices[3] = new VertexPositionColorTexture(new Vector3(1, -1, 0), Color.White, new Vector2(1, 1));
            VertexBuffer = new VertexBuffer(game.GraphicsDevice, typeof(VertexPositionColorTexture), Vertices.Length, BufferUsage.None);
            VertexBuffer.SetData(Vertices);

            colorMap = new RenderTarget2D(game.GraphicsDevice, width, height);
            normalMap = new RenderTarget2D(game.GraphicsDevice, width, height);
            shadowMap = new RenderTarget2D(game.GraphicsDevice, width, height, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents);

            lightEffect = game.Content.Load<Effect>("Shaders\\MultiTarget");
            lightCombinedEffect = game.Content.Load<Effect>("Shaders\\DeferredCombined");

            lightEffectTechniquePointLight = lightEffect.Techniques["DeferredPointLight"];
            lightEffectParameterConeDirection = lightEffect.Parameters["coneDirection"];
            lightEffectParameterLightColor = lightEffect.Parameters["lightColor"];
            lightEffectParameterLightDecay = lightEffect.Parameters["lightDecay"];
            lightEffectParameterNormalMap = lightEffect.Parameters["NormalMap"];
            lightEffectParameterPosition = lightEffect.Parameters["lightPosition"];
            lightEffectParameterScreenHeight = lightEffect.Parameters["screenHeight"];
            lightEffectParameterScreenWidth = lightEffect.Parameters["screenWidth"];
            lightEffectParameterStrenght = lightEffect.Parameters["lightStrength"];

            lightCombinedEffectTechnique = lightCombinedEffect.Techniques["DeferredCombined2"];
            lightCombinedEffectParamAmbient = lightCombinedEffect.Parameters["ambient"];
            lightCombinedEffectParamLightAmbient = lightCombinedEffect.Parameters["lightAmbient"];
            lightCombinedEffectParamAmbientColor = lightCombinedEffect.Parameters["ambientColor"];
            lightCombinedEffectParamColorMap = lightCombinedEffect.Parameters["ColorMap"];
            lightCombinedEffectParamShadowMap = lightCombinedEffect.Parameters["ShadingMap"];
            lightCombinedEffectParamNormalMap = lightCombinedEffect.Parameters["NormalMap"];
            #endregion InitializeLighting

            /*PointLight light = new PointLight()
            {
                Color = new Vector4(1f, 1f, 1f, 1f),
                Power = 8f,
                LightDecay = 300,
                Position = new Vector3(200f, 400f, 50f),
                IsEnabled = true
            };

            lights.Add(light);*/
            random = new Random();
            fade.FadeIn();
        }