public SceneTitle(Game game) : base(game) { Menu = new TitleUI(this); FloorBatch = new PrimitiveBatch <VertexPositionNormalTexture>(GraphicsDevice); MorphoPositionBase = new LerpVector2(new Vector2(650, Viewport.Height + 160)); MorphoHeight = new LerpFloat(40); GroundVelocityBase = new LerpVector2(new Vector2(2, 6) * 0.2f); CastleHeight = new LerpFloat(0); var fade = new ScreenFade(this, () => ColorMatrix.Tint(Color.Black), 1, true); TitleSM.AddState(TitleState.FadeIn, new TitleStateMachine.Transfer(TitleState.SpeedUp), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.SpeedUp, new TitleStateMachine.Transfer(TitleState.MorphoAppear), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.MorphoAppear, new TitleStateMachine.Transfer(TitleState.CastleAppear), (state, content, input) => new TitleStateMachine.Data(60)); TitleSM.AddState(TitleState.CastleAppear, new TitleStateMachine.Transfer(TitleState.TextSlash), (state, content, input) => new TitleStateMachine.Data(320)); TitleSM.AddState(TitleState.TextSlash, new TitleStateMachine.Transfer(TitleState.TextArrange), (state, content, input) => new TitleStateMachine.Data(40)); TitleSM.AddState(TitleState.TextArrange, new TitleStateMachine.Transfer(TitleState.Finish), (state, content, input) => new TitleStateMachine.Data(40)); TitleSM.AddState(TitleState.Finish, new TitleStateMachine.Finish(), (state, content, input) => new TitleStateMachine.Data(0)); TitleSM.AddOnLeave(TitleState.FadeIn, (input) => { fade.Lerp.Set(0, LerpHelper.QuadraticOut, 60); }); TitleSM.AddOnEnter(TitleState.SpeedUp, (input) => { GroundVelocityBase.Set(new Vector2(2, 6) * 1.5f, LerpHelper.QuadraticIn, 90); }); TitleSM.AddOnEnter(TitleState.MorphoAppear, (input) => { MorphoPositionBase.Set(new Vector2(550, 550), LerpHelper.QuadraticOut, 60); MorphoHeight.Set(80, LerpHelper.QuadraticOut, 60); CastleHeight.Set(400, LerpHelper.QuadraticOut, 400); }); TitleSM.AddOnEnter(TitleState.TextSlash, (input) => { int textX = Viewport.Width / 2; int textY = Viewport.Height / 10 + 40; MorphoFlash.AddFlash(ColorMatrix.Flat(Color.White), 10); TextFlash.AddFlash(ColorMatrix.Flat(Color.Red), 10); Particles.Add(new Particle(new SlashEffect(this, 300, 15) { Angle = Random.NextFloat(MathHelper.PiOver2 - 0.1f, MathHelper.PiOver2 + 0.1f), }, new Vector2(textX, textY))); new ScreenShakeRandom(this, 10, 10, LerpHelper.QuadraticOut); }); TitleSM.AddOnLeave(TitleState.TextArrange, (input) => { TextFlash.AddFlash(ColorMatrix.Flat(Color.White), 10); new ScreenShakeRandom(this, 10, 20, LerpHelper.QuadraticOut); }); TitleSM.Start(TitleState.FadeIn); ProtoEffects.Update(); }
public SceneMascot(Game game) : base(game) { MascotSM = new MascotMachine(); MascotSM.AddState(MascotState.Empty, new MascotMachine.Transfer(MascotState.FadeIn), (state, content, input) => new MascotMachine.Data(EmptyTime)); MascotSM.AddState(MascotState.FadeIn, new MascotMachine.Transfer(MascotState.OpenEye), (state, content, input) => new MascotMachine.Data(FadeInTime)); MascotSM.AddState(MascotState.OpenEye, new MascotMachine.Transfer(MascotState.Idle), (state, content, input) => new MascotMachine.Data(OpenEyeTime)); MascotSM.AddState(MascotState.Idle, new MascotMachine.Transfer(MascotState.FadeOut), (state, content, input) => new MascotMachine.Data(IdleTime)); MascotSM.AddState(MascotState.FadeOut, new MascotMachine.Transfer(MascotState.Finish), (state, content, input) => new MascotMachine.Data(FadeOutTime)); MascotSM.AddState(MascotState.Finish, new MascotMachine.Finish(), (state, content, input) => new MascotMachine.Data(0)); MascotSM.AddOnLeave(MascotState.OpenEye, (input) => { Vector2 pos = new Vector2(Viewport.Width / 2, Viewport.Height / 2); MascotFlash.AddFlash(ColorMatrix.Flat(Color.Red), 10); var star = new BigStar(this, SpriteLoader.Instance.AddSprite("content/effect_star_big")) { Color = Color.Red, }; star.Angle.Set(0, MathHelper.Pi, LerpHelper.QuadraticOut, 30); star.Scale.Set(1f, 0.1f, LerpHelper.QuadraticIn, 30); star.ShouldDestroy.Set(true, LerpHelper.Linear, 30); var wave = new Wave(this, SpriteLoader.Instance.AddSprite("content/ring_spark_thin"), 30) { Radius = 128, Precision = 8, StartRadius = 0.3f, Thickness = 0.5f, InnerLerp = LerpHelper.QuadraticOut, OuterLerp = LerpHelper.QuadraticOut, Color = ColorMatrix.Tint(Color.Red), }; VisualEffects.Add(new VisualEffect(star, pos + new Vector2(17, -17) * 2)); VisualEffects.Add(new VisualEffect(wave, pos + new Vector2(17, -17) * 2)); }); MascotSM.AddOnEnter(MascotState.Finish, (input) => { Game.Scene = new SceneTitle(Game); }); MascotSM.Start(MascotState.Empty); }