예제 #1
0
        public void Initialize()
        {
            #region Initialize the instructions

            m_achievementTex_0 = new ScenceSprite();
            m_achievementTex_1 = new ScenceSprite();
            m_achievementTex_2 = new ScenceSprite();
            m_achievementTex_3 = new ScenceSprite();
            m_achievementTex_4 = new ScenceSprite();
            m_achievementTex_5 = new ScenceSprite();
            m_achievementTex_6 = new ScenceSprite();
            m_achievementTex_7 = new ScenceSprite();

            m_achievementTex_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/first_0" );
            m_achievementTex_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/trans_0" );
            m_achievementTex_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/save_0" );
            m_achievementTex_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/earth_0" );
            m_achievementTex_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/first_1" );
            m_achievementTex_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/trans_1" );
            m_achievementTex_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/save_1" );
            m_achievementTex_7.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Achievements/earth_1" );

            #endregion

            #region Initialize the instruction list

            m_achievementList = new List<ScenceSprite>();

            m_achievementList.Add( m_achievementTex_0 );
            m_achievementList.Add( m_achievementTex_1 );
            m_achievementList.Add( m_achievementTex_2 );
            m_achievementList.Add( m_achievementTex_3 );
            m_achievementList.Add( m_achievementTex_4 );
            m_achievementList.Add( m_achievementTex_5 );
            m_achievementList.Add( m_achievementTex_6 );
            m_achievementList.Add( m_achievementTex_7 );

            m_curAchievementCount = 0;
            m_achievementMaxCount = m_achievementList.Count - 1;

            for( int i = 0; i <= 3; i++ )
            {
                m_achievementList[i].Position = new Vector2( 300, 20 + i * 105 );
                m_achievementList[i].TColor = Color.White;
                m_achievementList[i].DestRect = new Rectangle( (int)m_achievementList[i].Position.X,
                                                                (int)m_achievementList[i].Position.Y,
                                                                    320, 80 );

                m_achievementList[i + 4].Position = new Vector2( 300, 20 + i * 105 );
                m_achievementList[i + 4].TColor = Color.White;
                m_achievementList[i + 4].DestRect = new Rectangle( (int)m_achievementList[i+4].Position.X,
                                                                (int)m_achievementList[i+4].Position.Y,
                                                                    320, 80 );
                m_achievementList[i].Visible = true;
                m_achievementList[i + 4].Visible = false;
            }

            m_tempCount = m_curAchievementCount;
            #endregion
        }
예제 #2
0
 public void Initialize()
 {
     m_controlShowTex = new ScenceSprite();
     m_controlShowTex.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Control/key" );
     m_controlShowTex.Position = new Vector2( 250, 45 );
     m_controlShowTex.TColor = Color.White;
     m_controlShowTex.DestRect = new Rectangle( (int)m_controlShowTex.Position.X,
                                                     (int)m_controlShowTex.Position.Y,
                                                         510, 510 );
 }
예제 #3
0
        public void Initialize()
        {
            #region Initialize the instructions

            m_volumn_0 = new ScenceSprite();
            m_volumn_1 = new ScenceSprite();
            m_volumn_2 = new ScenceSprite();
            m_volumn_3 = new ScenceSprite();
            m_volumn_4 = new ScenceSprite();
            m_volumn_5 = new ScenceSprite();
            m_volumn_6 = new ScenceSprite();

            m_volumn_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_0" );
            m_volumn_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_1" );
            m_volumn_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_2" );
            m_volumn_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_3" );
            m_volumn_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_4" );
            m_volumn_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_5" );
            m_volumn_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/VolumnTex/xin_6" );

            #endregion

            #region Initialize the instruction list

            m_volumnTexList = new List<ScenceSprite>();

            m_volumnTexList.Add( m_volumn_0 );
            m_volumnTexList.Add( m_volumn_1 );
            m_volumnTexList.Add( m_volumn_2 );
            m_volumnTexList.Add( m_volumn_3 );
            m_volumnTexList.Add( m_volumn_4 );
            m_volumnTexList.Add( m_volumn_5 );
            m_volumnTexList.Add( m_volumn_6 );

            m_curInstructionCount = 0;
            m_instructionMaxCount = m_volumnTexList.Count - 1;

            for( int i = 0; i <= m_instructionMaxCount; i++ )
            {
                m_volumnTexList[i].Position = new Vector2( 150, 80 );
                m_volumnTexList[i].TColor = Color.White;
                m_volumnTexList[i].DestRect = new Rectangle( (int)m_volumnTexList[i].Position.X,
                                                             (int)m_volumnTexList[i].Position.Y,
                                                             510, 510 );
            }
            m_volumnTexList[0].Visible = true;
            m_tempCount = m_curInstructionCount;
            #endregion
        }
예제 #4
0
        public void Initialize(Texture2D texture)
        {
            #region Initialize the background

            m_background = new ScenceSprite()
                               {
                                   Origin = Vector2.Zero,
                                   Position = Vector2.Zero,
                                   Visible = true,
                                   TColor = new Color(0.5f, 0.5f, 0.5f, 1f)
                               };

            if( texture !=null)
                m_background.TextureImage = texture;
            else
            {
                m_background.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Pausing/DefaultTex" );
            }
            m_background.DestRect = new Rectangle((int) m_background.Position.X, (int) m_background.Position.Y,
                                                  (int) m_background.TextureImage.Width,
                                                  (int) m_background.TextureImage.Height);
            #endregion

            #region Initialize the figure

            m_figure = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Pausing/pausingTex" ),

                Origin = Vector2.Zero,
                Position = new Vector2(250,45),
                Visible = true,
                TColor = Color.White
            };
            m_figure.DestRect = new Rectangle( (int)m_figure.Position.X, (int)m_figure.Position.Y,
                                     (int) (m_figure.TextureImage.Width*0.6), (int) (m_figure.TextureImage.Height*0.6));
            #endregion

            m_pauseTexList = new List<ScenceSprite>();
            m_pauseTexList.Add(m_background);
            m_pauseTexList.Add(m_figure);
        }
예제 #5
0
        public void Initialize()
        {
            #region Initialize the story pictures

            m_story_0 = new ScenceSprite();
            m_story_1 = new ScenceSprite();
            m_story_2 = new ScenceSprite();
            m_story_3 = new ScenceSprite();
            m_story_4 = new ScenceSprite();
            m_story_5 = new ScenceSprite();
            m_story_6 = new ScenceSprite();
            m_story_7 = new ScenceSprite();
            m_story_8 = new ScenceSprite();
            m_story_9 = new ScenceSprite();
            m_story_10 = new ScenceSprite();
            m_story_11 = new ScenceSprite();
            m_story_12 = new ScenceSprite();
            m_story_13 = new ScenceSprite();
            m_story_14 = new ScenceSprite();
            m_story_15 = new ScenceSprite();
            m_story_16 = new ScenceSprite();
            m_story_17 = new ScenceSprite();
            m_story_18 = new ScenceSprite();
            m_story_19 = new ScenceSprite();
            m_story_20 = new ScenceSprite();
            m_story_21 = new ScenceSprite();
            m_story_22 = new ScenceSprite();
            m_story_23 = new ScenceSprite();

            m_story_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_a" );
            m_story_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_b" );
            m_story_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_0" );
            m_story_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_1" );
            m_story_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_2" );
            m_story_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_3" );
            m_story_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_4" );
            m_story_7.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_5" );
            m_story_8.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_6" );
            m_story_9.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_7" );
            m_story_10.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_8" );
            m_story_11.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_9" );
            m_story_12.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_10" );
            m_story_13.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_11" );
            m_story_14.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_12" );
            m_story_15.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_13" );
            m_story_16.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_14" );
            m_story_17.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_15" );
            m_story_18.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_16" );
            m_story_19.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_17" );
            m_story_20.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_18" );
            m_story_21.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_19" );
            m_story_22.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_20" );
            m_story_23.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/ShowStory/end_21" );

            #endregion

            #region Initialize the story list

            m_storyList = new List<ScenceSprite>();

            m_storyList.Add( m_story_0 );
            m_storyList.Add( m_story_1 );
            m_storyList.Add( m_story_2 );
            m_storyList.Add( m_story_3 );
            m_storyList.Add( m_story_4 );
            m_storyList.Add( m_story_5 );
            m_storyList.Add( m_story_6 );
            m_storyList.Add( m_story_7 );
            m_storyList.Add( m_story_8 );
            m_storyList.Add( m_story_9 );
            m_storyList.Add( m_story_10 );
            m_storyList.Add( m_story_11 );
            m_storyList.Add( m_story_12 );
            m_storyList.Add( m_story_13 );
            m_storyList.Add( m_story_14 );
            m_storyList.Add( m_story_15 );
            m_storyList.Add( m_story_16 );
            m_storyList.Add( m_story_17 );
            m_storyList.Add( m_story_18 );
            m_storyList.Add( m_story_19 );
            m_storyList.Add( m_story_20 );
            m_storyList.Add( m_story_21 );
            m_storyList.Add( m_story_22 );
            m_storyList.Add( m_story_23 );

            m_storyList[0].Name = "Story_a";
            m_storyList[1].Name = "Story_b";

            for(int i = 2;i<=23;i++)
            {
                m_storyList[i].Name = "Story_" + i;
            }

            CurStoryCount = 0;
            m_storyMaxCount = m_storyList.Count - 1;

            for( int i = 0; i <= m_storyMaxCount; i++ )
            {
                m_storyList[i].Position = Vector2.Zero;
                m_storyList[i].DestRect = new Rectangle( (int)m_storyList[i].Position.X,
                                                              (int)m_storyList[i].Position.Y,
                                                              800, 600 );
                m_storyList[i].Visible = false;
                m_storyList[i].FlashInterval = 0.005f;
                m_storyList[i].CurAlpha = 0.0f;
                m_storyList[i].TColor = new Color( new Vector4( 255, 255, 255, m_storyList[i].CurAlpha ) );
            }
            m_storyList[0].Visible = true;

            #endregion
        }
예제 #6
0
 internal void Twinkle( ScenceSprite scenceSprite )
 {
     if( scenceSprite.CurAlpha <= ScenceSprite.MaxAlpha )
     {
         scenceSprite.TColor = new Color( 1f, 1f, 1f,(float)Math.Sin( scenceSprite.CurAlpha * Math.PI ) );
         scenceSprite.CurAlpha += scenceSprite.FlashInterval;
     }
 }
예제 #7
0
        public void Initialize()
        {
            #region Initialize the credits

            m_credit_0 = new ScenceSprite();
            m_credit_1 = new ScenceSprite();
            m_credit_2 = new ScenceSprite();
            m_credit_3 = new ScenceSprite();
            m_credit_4 = new ScenceSprite();
            m_credit_5 = new ScenceSprite();
            m_credit_6 = new ScenceSprite();
            m_credit_7 = new ScenceSprite();

            m_credit_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_0");
            m_credit_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_1" );
            m_credit_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_2" );
            m_credit_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_3" );
            m_credit_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_4" );
            m_credit_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_5" );
            m_credit_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_6" );
            m_credit_7.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Credits/credit_7" );
            #endregion

            InitCreditList();
            IsFinished = false;
            IsReset = false;
            m_count = 0.016f;
        }
예제 #8
0
        public void Initialize( Texture2D texture )
        {
            #region Initialize the background

            m_background = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Pausing/DefaultTex" ),
                Origin = Vector2.Zero,
                Position = Vector2.Zero,
                Visible = true,
                TColor = new Color( 0.5f, 0.5f, 0.5f, 1f )
            };
            //m_background.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Pausing/DefaultTex" );

            //if( texture != null )
            //    m_background.TextureImage = texture;
            //else
            //{
            //    m_background.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/Pausing/DefaultTex" );
            //}
            m_background.DestRect = new Rectangle( 0, 0,
                                                  (int)m_background.TextureImage.Width,
                                                  (int)m_background.TextureImage.Height );
            #endregion

            #region Initialize the playerHp 3

            m_playerHp_3 = new ScenceSprite()
                               {
                                   Name = "Hp_Three",
                                   TextureImage = DataReader.Load<Texture2D>("Texture/PlayerState/Hp_Three"),
                                   Origin = Vector2.Zero,
                                   Position = Vector2.Zero,
                                   BeginingFlashInterval = 0.008f,
                                   CurAlpha = ScenceSprite.MinAlpha
                               };

            m_playerHp_3.DestRect = new Rectangle( 0, 0,
                                                  (int)m_background.TextureImage.Width,
                                                  (int)m_background.TextureImage.Height );
            m_playerHp_3.TColor = new Color( new Vector4( 255, 255, 255, m_playerHp_3.CurAlpha ) );
            #endregion

            #region Initialize the playerHp 2

            m_playerHp_2 = new ScenceSprite()
            {
                Name = "Hp_Two",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Hp_Two" ),
                Origin = Vector2.Zero,
                Position = Vector2.Zero,
                BeginingFlashInterval = 0.016f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_playerHp_2.DestRect = new Rectangle( 0, 0,
                                                  (int)m_background.TextureImage.Width,
                                                  (int)m_background.TextureImage.Height );
            m_playerHp_2.TColor = new Color( new Vector4( 255, 255, 255, m_playerHp_2.CurAlpha ) );
            #endregion

            #region Initialize the playerHp 1

            m_playerHp_1 = new ScenceSprite()
                               {
                                   Name = "Hp_One",
                                   TextureImage = DataReader.Load<Texture2D>("Texture/PlayerState/Hp_One"),
                                   Origin = Vector2.Zero,
                                   Position = Vector2.Zero,
                                   BeginingFlashInterval = 0.024f,
                                   CurAlpha = ScenceSprite.MinAlpha
                               };
            m_playerHp_1.DestRect = new Rectangle( 0, 0,
                                                  (int)m_background.TextureImage.Width,
                                                  (int)m_background.TextureImage.Height );
            m_playerHp_1.TColor = new Color( new Vector4( 255, 255, 255, m_playerHp_1.CurAlpha ) );
            #endregion

            #region Initialize the ?/?

            #region FirstEnemy ?/?

            #region 0/5 of the First

            m_zeroFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "ZeroFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ZeroFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthFirstEnemyDNA.CurAlpha ) );
            #endregion

            #region 1/5 of the First

            m_oneFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "OneFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/OneFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthFirstEnemyDNA.CurAlpha ) );
            #endregion

            #region 2/5 of the First

            m_twoFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "TwoFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/TwoFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_twoFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_twoFifthFirstEnemyDNA.CurAlpha ) );
            #endregion

            #region 3/5 of the First

            m_threeFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "ThreeFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ThreeFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_threeFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_threeFifthFirstEnemyDNA.CurAlpha ) );
            #endregion

            #region 4/5 of the First

            m_fourFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "FourFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FourFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fourFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fourFifthFirstEnemyDNA.CurAlpha ) );
            #endregion

            #region 5/5 of the First

            m_fiveFifthFirstEnemyDNA = new ScenceSprite()
            {
                Name = "FiveFifthOfTheFirst",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FiveFifthofTheFirst" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fiveFifthFirstEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fiveFifthFirstEnemyDNA.CurAlpha ) );
            #endregion
            #endregion

            #region Second Enemy ?/?

            #region 0/5 of the Second

            m_zeroFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "ZeroFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ZeroFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthSecondEnemyDNA.CurAlpha ) );
            #endregion

            #region 1/5 of the Second

            m_oneFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "OneFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/OneFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthSecondEnemyDNA.CurAlpha ) );
            #endregion

            #region 2/5 of the Second

            m_twoFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "TwoFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/TwoFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_twoFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_twoFifthSecondEnemyDNA.CurAlpha ) );
            #endregion

            #region 3/5 of the Second

            m_threeFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "ThreeFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ThreeFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_threeFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_threeFifthSecondEnemyDNA.CurAlpha ) );
            #endregion

            #region 4/5 of the Second

            m_fourFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "FourFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FourFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fourFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fourFifthSecondEnemyDNA.CurAlpha ) );
            #endregion

            #region 5/5 of the Second

            m_fiveFifthSecondEnemyDNA = new ScenceSprite()
            {
                Name = "FiveFifthOfTheSecond",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FiveFifthofTheSecond" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fiveFifthSecondEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fiveFifthSecondEnemyDNA.CurAlpha ) );
            #endregion
            #endregion

            #region Third Enemy ?/?

            #region 0/5 of the Third

            m_zeroFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "ZeroFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ZeroFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthThirdEnemyDNA.CurAlpha ) );
            #endregion

            #region 1/5 of the Third

            m_oneFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "OneFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/OneFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_zeroFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_zeroFifthThirdEnemyDNA.CurAlpha ) );
            #endregion

            #region 2/5 of the Third

            m_twoFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "TwoFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/TwoFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_twoFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_twoFifthThirdEnemyDNA.CurAlpha ) );
            #endregion

            #region 3/5 of the Third

            m_threeFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "ThreeFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/ThreeFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_threeFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_threeFifthThirdEnemyDNA.CurAlpha ) );
            #endregion

            #region 4/5 of the Third

            m_fourFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "FourFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FourFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fourFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fourFifthThirdEnemyDNA.CurAlpha ) );
            #endregion

            #region 5/5 of the Third

            m_fiveFifthThirdEnemyDNA = new ScenceSprite()
            {
                Name = "FiveFifthOfTheThird",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/FiveFifthofTheThird" ),
                Origin = Vector2.Zero,
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha
            };
            m_fiveFifthThirdEnemyDNA.TColor = new Color( new Vector4( 255, 255, 255, m_fiveFifthThirdEnemyDNA.CurAlpha ) );
            #endregion
            #endregion

            #endregion

            #region Initialize the elements of player state

            #region Initialize the playerStateBase

            m_playerStateBase = new ScenceSprite()
                                    {
                                        TextureImage =
                                            DataReader.Load<Texture2D>( "Texture/PlayerState/PlayerState_Base" ),
                                        DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                                                 HealGame.Game.GraphicsDevice.Viewport.Height ),
                                        TColor = Color.White,
                                        FlashInterval = 0.000f,
                                        Visible = true,
                                    };
            #endregion

            #region Initialize the shining playerStateBase

            m_playerStateBaseShining = new ScenceSprite()
            {
                TextureImage =
                    DataReader.Load<Texture2D>( "Texture/PlayerState/PlayerState_Base_Shining" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_playerStateBaseShining.TColor = new Color( new Vector4( 255, 255, 255, m_playerStateBaseShining.CurAlpha ) );
            #endregion

            #region Initialize the shining eye of playerStateBase

            m_playerStateBaseShiningEye = new ScenceSprite()
            {
                TextureImage =
                    DataReader.Load<Texture2D>( "Texture/PlayerState/PlayerState_Base_ShiningBody_2" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                BeginingFlashInterval = 0.007f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_playerStateBaseShiningEye.TColor = new Color( new Vector4( 255, 255, 255, m_playerStateBaseShiningEye.CurAlpha ) );
            #endregion

            #region Initialize the twig 1

            m_twig_1 = new ScenceSprite()
                           {
                               TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_1_Base" ),
                               DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                                        HealGame.Game.GraphicsDevice.Viewport.Height ),
                               TColor = Color.White,
                               FlashInterval = 0.000f,
                               Visible = true,
                           };
            #endregion

            #region Initialize the twig 2

            m_twig_2 = new ScenceSprite()
                           {
                               TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_2_Base" ),
                               DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                                        HealGame.Game.GraphicsDevice.Viewport.Height ),
                               TColor = Color.White,
                               FlashInterval = 0.000f,
                               Visible = true,
                           };
            #endregion

            #region Initialize the twig 3

            m_twig_3 = new ScenceSprite()
                           {
                               TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_3_Base" ),
                               DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                                        HealGame.Game.GraphicsDevice.Viewport.Height ),
                               TColor = Color.White,
                               FlashInterval = 0.000f,
                               Visible = true,
                           };
            #endregion

            #region Initialize the shining twig 1

            m_shiningTwig_1 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_1_Base_Shining" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_shiningTwig_1.TColor = new Color( new Vector4( 255, 255, 255, m_shiningTwig_1.CurAlpha ) );
            #endregion

            #region Initialize the shining twig 2

            m_shiningTwig_2 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_2_Base_Shining" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_shiningTwig_2.TColor = new Color( new Vector4( 255, 255, 255, m_shiningTwig_2.CurAlpha ) );
            #endregion

            #region Initialize the shining twig 3

            m_shiningTwig_3 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Twig_3_Base_Shining" ),
                DestRect = new Rectangle( 0, 0, HealGame.Game.GraphicsDevice.Viewport.Width,
                                         HealGame.Game.GraphicsDevice.Viewport.Height ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_shiningTwig_3.TColor = new Color( new Vector4( 255, 255, 255, m_shiningTwig_3.CurAlpha ) );
            #endregion

            #region Initialize the disguise base 1

            m_disguiseBase_1 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_1_Base" ),
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = true,
            };
            #endregion

            #region Initialize the disguise base 2

            m_disguiseBase_2 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_2_Base" ),
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = true,
            };
            #endregion

            #region Initialize the disguise base 3

            m_disguiseBase_3 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_3_Base" ),
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = true,
            };
            #endregion

            #region Initialize the disguise 1

            m_disguise_1 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_1" ),
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = false,
            };
            #endregion

            #region Initialize the disguise 2

            m_disguise_2 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_2" ),
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = false,
            };
            #endregion

            #region Initialize the disguise 3

            m_disguise_3 = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_3" ),
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f,
                Visible = false,
            };
            #endregion

            #region Initialize the shining disguise1

            m_disguise_1_Counter_Shining = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_1_Counter_Shining" ),
                DestRect = new Rectangle( 520, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_disguise_1_Counter_Shining.TColor = new Color( new Vector4( 255, 255, 255, m_disguise_1_Counter_Shining.CurAlpha ) );
            #endregion

            #region Initialize the shining disguise2

            m_disguise_2_Counter_Shining = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_2_Counter_Shining" ),
                DestRect = new Rectangle( 650, 25, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_disguise_2_Counter_Shining.TColor = new Color( new Vector4( 255, 255, 255, m_disguise_2_Counter_Shining.CurAlpha ) );
            #endregion

            #region Initialize the shining disguise3

            m_disguise_3_Counter_Shining = new ScenceSprite()
            {
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/Disguise_3_Counter_Shining" ),
                DestRect = new Rectangle( 650, 150, 115, 115 ),
                BeginingFlashInterval = 0.008f,
                CurAlpha = ScenceSprite.MinAlpha,
                Visible = true,
            };
            m_disguise_3_Counter_Shining.TColor = new Color( new Vector4( 255, 255, 255, m_disguise_3_Counter_Shining.CurAlpha ) );
            #endregion

            #region Initialize the keys

            #region Initialize the sun key

            m_sunKey = new ScenceSprite()
            {
                Name = "SunKey",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/key_sun" ),
                DestRect = new Rectangle( 437, 260, 118, 108 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the moon key

            m_moonKey = new ScenceSprite()
            {
                Name = "MoonKey",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/key_moon" ),
                DestRect = new Rectangle( 517, 296, 100, 102 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the triangle key

            m_triangleKey = new ScenceSprite()
            {
                Name = "TriangleKey",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/key_triangle" ),
                DestRect = new Rectangle( 601, 310, 115, 115 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #endregion

            #region Initialize the tags

            #region Initialize the tag 1

            m_tag_1 = new ScenceSprite()
            {
                Name = "Tag_1",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_1" ),
                DestRect = new Rectangle( 411, 479, 40, 40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 2

            m_tag_2 = new ScenceSprite()
            {
                Name = "Tag_2",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_2" ),
                DestRect = new Rectangle( 457, 505, 40, 45 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 3

            m_tag_3 = new ScenceSprite()
            {
                Name = "Tag_3",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_3" ),
                DestRect = new Rectangle( 492, 476, 40, 40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 4

            m_tag_4 = new ScenceSprite()
            {
                Name = "Tag_4",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_4" ),
                DestRect = new Rectangle( 538, 506, 40,40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 5

            m_tag_5 = new ScenceSprite()
            {
                Name = "Tag_5",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_5" ),
                DestRect = new Rectangle( 585, 478, 40, 40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 6

            m_tag_6 = new ScenceSprite()
            {
                Name = "Tag_6",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_6" ),
                DestRect = new Rectangle( 630, 510, 40, 40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 7

            m_tag_7 = new ScenceSprite()
            {
                Name = "Tag_7",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_7" ),
                DestRect = new Rectangle( 667, 477, 40, 40 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #region Initialize the tag 8

            m_tag_8 = new ScenceSprite()
            {
                Name = "Tag_8",
                TextureImage = DataReader.Load<Texture2D>( "Texture/PlayerState/tag_8" ),
                DestRect = new Rectangle( 706, 505, 45, 45 ),
                TColor = Color.White,
                FlashInterval = 0.000f
            };
            #endregion

            #endregion

            #endregion

            #region Select whose visible is ture

            if( CoreUtilities.StateIsTrue( "items_un1" ) )
            {
                m_tag_1.Visible = true;
            }

            if (CoreUtilities.StateIsTrue("items_un2"))
            {
                m_tag_2.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un3"))
            {
                m_tag_3.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un4"))
            {
                m_tag_4.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un5"))
            {
                m_tag_5.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un6"))
            {
                m_tag_6.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un7"))
            {
                m_tag_7.Visible = true;
            }
            if (CoreUtilities.StateIsTrue("items_un8"))
            {
                m_tag_8.Visible = true;
            }

            if( CoreUtilities.StateIsTrue( "key_sun" ) )
            {
                m_sunKey.Visible = true;
            }
            if( CoreUtilities.StateIsTrue( "key_moon" ) )
            {
                m_moonKey.Visible = true;
            }
            if( CoreUtilities.StateIsTrue( "key_tri" ) )
            {
                m_triangleKey.Visible = true;
            }

            GameItemState.Set("hp", 1);
            int hp = (int)GameItemState.Get( "hp" );
            switch( hp )
            {
                case 1:
                    m_playerHp_1.Visible = true;
                    break;
                case 2:
                    m_playerHp_2.Visible = true;
                    break;
                case 3:
                    m_playerHp_3.Visible = true;
                    break;
            }

            GameItemState.Set( "enemyKind", 1 );
            GameItemState.Set( "collectingFirstDNANum", 3 );
            GameItemState.Set( "collectingSecondDNANum", 2 );
            GameItemState.Set( "collectingThirdDNANum", 1 );

            int enemyKind = (int)GameItemState.Get( "enemyKind" );
            int collectingFirstDNANum = (int)GameItemState.Get( "collectingFirstDNANum" );
            int collectingSecondDNANum = (int)GameItemState.Get( "collectingSecondDNANum" );
            int collectingThirdDNANum = (int)GameItemState.Get( "collectingThirdDNANum" );
                    switch(collectingFirstDNANum)
                    {
                        case 0:
                            m_zeroFifthFirstEnemyDNA.Visible = true;
                            m_disguiseBase_1.Visible = true;
                            break;
                        case 1:
                            m_oneFifthFirstEnemyDNA.Visible = true;
                            m_disguiseBase_1.Visible = true;
                            break;
                        case 2:
                            m_twoFifthFirstEnemyDNA.Visible = true;
                            m_disguiseBase_1.Visible = true;
                            break;
                        case 3:
                            m_threeFifthFirstEnemyDNA.Visible = true;
                            m_disguiseBase_1.Visible = true;
                            break;
                        case 4:
                            m_fourFifthFirstEnemyDNA.Visible = true;
                            m_disguiseBase_1.Visible = true;
                            break;
                        case 5:
                            m_fiveFifthFirstEnemyDNA.Visible = true;
                            m_disguise_1.Visible = true;
                            break;
                    }
                    switch( collectingSecondDNANum )
                    {
                        case 0:
                            m_zeroFifthSecondEnemyDNA.Visible = true;
                            m_disguiseBase_2.Visible = true;
                            break;
                        case 1:
                            m_oneFifthSecondEnemyDNA.Visible = true;
                            m_disguiseBase_2.Visible = true;
                            break;
                        case 2:
                            m_twoFifthSecondEnemyDNA.Visible = true;
                            m_disguiseBase_2.Visible = true;
                            break;
                        case 3:
                            m_threeFifthSecondEnemyDNA.Visible = true;
                            m_disguiseBase_2.Visible = true;
                            break;
                        case 4:
                            m_fourFifthSecondEnemyDNA.Visible = true;
                            m_disguiseBase_2.Visible = true;
                            break;
                        case 5:
                            m_fiveFifthSecondEnemyDNA.Visible = true;
                            m_disguise_2.Visible = true;
                            break;
                    }
                    switch( collectingThirdDNANum )
                    {
                        case 0:
                            m_zeroFifthThirdEnemyDNA.Visible = true;
                            m_disguiseBase_3.Visible = true;
                            break;
                        case 1:
                            m_oneFifthThirdEnemyDNA.Visible = true;
                            m_disguiseBase_3.Visible = true;
                            break;
                        case 2:
                            m_twoFifthThirdEnemyDNA.Visible = true;
                            m_disguiseBase_3.Visible = true;
                            break;
                        case 3:
                            m_threeFifthThirdEnemyDNA.Visible = true;
                            m_disguiseBase_3.Visible = true;
                            break;
                        case 4:
                            m_fourFifthThirdEnemyDNA.Visible = true;
                            m_disguiseBase_3.Visible = true;
                            break;
                        case 5:
                            m_fiveFifthThirdEnemyDNA.Visible = true;
                            m_disguise_3.Visible = true;
                            break;
                    }

            #endregion

            #region Add the elements to the Collection

            m_playerStateTexList = new List<ScenceSprite>();
            m_playerStateTexList.Add( m_background );
            m_playerStateTexList.Add( m_playerStateBase );

            m_playerStateTexList.Add( m_playerStateBaseShining );
            m_playerStateTexList.Add( m_playerStateBaseShiningEye );

            m_playerStateTexList.Add( m_playerHp_3 );
            m_playerStateTexList.Add( m_playerHp_2 );
            m_playerStateTexList.Add( m_playerHp_1 );

            m_playerStateTexList.Add( m_twig_1 );
            m_playerStateTexList.Add( m_twig_2 );
            m_playerStateTexList.Add( m_twig_3 );

            m_playerStateTexList.Add( m_shiningTwig_1 );
            m_playerStateTexList.Add( m_shiningTwig_2 );
            m_playerStateTexList.Add( m_shiningTwig_3 );

            m_playerStateTexList.Add( m_disguise_1_Counter_Shining );
            m_playerStateTexList.Add( m_disguise_2_Counter_Shining );
            m_playerStateTexList.Add( m_disguise_3_Counter_Shining );

            m_playerStateTexList.Add( m_disguiseBase_1 );
            m_playerStateTexList.Add( m_disguiseBase_2 );
            m_playerStateTexList.Add( m_disguiseBase_3 );

            m_playerStateTexList.Add( m_disguise_1 );
            m_playerStateTexList.Add( m_disguise_2 );
            m_playerStateTexList.Add( m_disguise_3 );

            m_playerStateTexList.Add( m_sunKey );
            m_playerStateTexList.Add( m_moonKey );
            m_playerStateTexList.Add( m_triangleKey );

            m_playerStateTexList.Add( m_tag_1 );
            m_playerStateTexList.Add( m_tag_2 );
            m_playerStateTexList.Add( m_tag_3 );
            m_playerStateTexList.Add( m_tag_4 );
            m_playerStateTexList.Add( m_tag_5 );
            m_playerStateTexList.Add( m_tag_6 );
            m_playerStateTexList.Add( m_tag_7 );
            m_playerStateTexList.Add( m_tag_8 );

            m_playerStateTexList.Add( m_zeroFifthFirstEnemyDNA );
            m_playerStateTexList.Add( m_oneFifthFirstEnemyDNA );
            m_playerStateTexList.Add( m_twoFifthFirstEnemyDNA );
            m_playerStateTexList.Add( m_threeFifthFirstEnemyDNA );
            m_playerStateTexList.Add( m_fourFifthFirstEnemyDNA );
            m_playerStateTexList.Add( m_fiveFifthFirstEnemyDNA );

            m_playerStateTexList.Add( m_zeroFifthSecondEnemyDNA );
            m_playerStateTexList.Add( m_oneFifthSecondEnemyDNA );
            m_playerStateTexList.Add( m_twoFifthSecondEnemyDNA );
            m_playerStateTexList.Add( m_threeFifthSecondEnemyDNA );
            m_playerStateTexList.Add( m_fourFifthSecondEnemyDNA );
            m_playerStateTexList.Add( m_fiveFifthSecondEnemyDNA );

            m_playerStateTexList.Add( m_zeroFifthThirdEnemyDNA );
            m_playerStateTexList.Add( m_oneFifthThirdEnemyDNA );
            m_playerStateTexList.Add( m_twoFifthThirdEnemyDNA );
            m_playerStateTexList.Add( m_threeFifthThirdEnemyDNA );
            m_playerStateTexList.Add( m_fourFifthThirdEnemyDNA );
            m_playerStateTexList.Add( m_fiveFifthThirdEnemyDNA );

            #endregion

            if (texture != null)
            {
                m_background.TextureImage = texture;
            }
        }
예제 #9
0
 internal void Twinkle( ScenceSprite scenceSprite )
 {
     if( scenceSprite.CurAlpha <= ScenceSprite.MaxAlpha )
     {
         scenceSprite.TColor = new Color( 1f, 1f, 1f, (float)Math.Sin( scenceSprite.CurAlpha * MathHelper.TwoPi ) * 0.5f + 0.5f );
         scenceSprite.CurAlpha += scenceSprite.FlashInterval;
         if( scenceSprite.CurAlpha >= ScenceSprite.MaxAlpha )
             scenceSprite.CurAlpha = 0.0f;
     }
 }
        public void Initialize()
        {
            #region Initialize the instructions

            m_instruction_0 = new ScenceSprite();
            m_instruction_1 = new ScenceSprite();
            m_instruction_2 = new ScenceSprite();
            m_instruction_3 = new ScenceSprite();
            m_instruction_4 = new ScenceSprite();
            m_instruction_5 = new ScenceSprite();
            m_instruction_6 = new ScenceSprite();
            m_instruction_7 = new ScenceSprite();
            m_instruction_8 = new ScenceSprite();
            m_instruction_9 = new ScenceSprite();
            m_instruction_10 = new ScenceSprite();

            m_instruction_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_0" );
            m_instruction_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_1" );
            m_instruction_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_2" );
            m_instruction_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_3" );
            m_instruction_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_4" );
            m_instruction_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_5" );
            m_instruction_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_6" );
            m_instruction_7.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_7" );
            m_instruction_8.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_8" );
            m_instruction_9.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_9" );
            m_instruction_10.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/help_10" );

            #endregion

            #region Initialize the tips

            m_tip_0 = new ScenceSprite();
            m_tip_1 = new ScenceSprite();
            m_tip_2 = new ScenceSprite();
            m_tip_3 = new ScenceSprite();
            m_tip_4 = new ScenceSprite();
            m_tip_5 = new ScenceSprite();
            m_tip_6 = new ScenceSprite();
            m_tip_7 = new ScenceSprite();
            m_tip_8 = new ScenceSprite();
            m_tip_9 = new ScenceSprite();
            m_tip_10 = new ScenceSprite();

            m_tip_0.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_0" );
            m_tip_1.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_1" );
            m_tip_2.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_2" );
            m_tip_3.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_3" );
            m_tip_4.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_4" );
            m_tip_5.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_5" );
            m_tip_6.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_6" );
            m_tip_7.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_7" );
            m_tip_8.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_8" );
            m_tip_9.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_9" );
            m_tip_10.TextureImage = DataReader.Load<Texture2D>( "Texture/Menu/HelpInstructions/p_10" );
            #endregion

            #region Initialize the instruction list

            m_instructionList = new List<ScenceSprite>();

            m_instructionList.Add( m_instruction_0 );
            m_instructionList.Add( m_instruction_1 );
            m_instructionList.Add( m_instruction_2 );
            m_instructionList.Add( m_instruction_3 );
            m_instructionList.Add( m_instruction_4 );
            m_instructionList.Add( m_instruction_5 );
            m_instructionList.Add( m_instruction_6 );
            m_instructionList.Add( m_instruction_7 );
            m_instructionList.Add( m_instruction_8 );
            m_instructionList.Add( m_instruction_9 );
            m_instructionList.Add( m_instruction_10 );

            m_curInstructionCount = 0;
            m_instructionMaxCount = m_instructionList.Count-1;

            for( int i = 0; i <= m_instructionMaxCount; i++ )
            {
                m_instructionList[i].Position = new Vector2(250,45);
                m_instructionList[i].TColor = Color.White;
                m_instructionList[i].DestRect = new Rectangle((int)m_instructionList[i].Position.X,
                                                              (int)m_instructionList[i].Position.Y ,
                                                              510,510);
                m_instructionList[i].Visible = false;
            }
            m_instructionList[0].Visible = true;
            m_tempCount = m_curInstructionCount;
            #endregion

            #region Initialize the tip list

            m_tipsList = new List<ScenceSprite>();

            m_tipsList.Add( m_tip_0 );
            m_tipsList.Add( m_tip_1 );
            m_tipsList.Add( m_tip_2 );
            m_tipsList.Add( m_tip_3 );
            m_tipsList.Add( m_tip_4 );
            m_tipsList.Add( m_tip_5 );
            m_tipsList.Add( m_tip_6 );
            m_tipsList.Add( m_tip_7 );
            m_tipsList.Add( m_tip_8 );
            m_tipsList.Add( m_tip_9 );
            m_tipsList.Add( m_tip_10 );

            for( int i = 0; i <= m_instructionMaxCount; i++ )
            {
                m_tipsList[i].Position = new Vector2( 200, 313 );
                m_tipsList[i].TColor = Color.White;
                m_tipsList[i].DestRect = new Rectangle( (int)m_tipsList[i].Position.X,
                                                        (int)m_tipsList[i].Position.Y,
                                                        50, 242 );
            }
            m_tipsList[0].Visible = true;
            #endregion
        }