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 }
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 ); }
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 }
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); }
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 }
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; } }
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; }
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; } }
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 }