// My alternative to LoadContent; makes progress bars easier protected override ContentManager Load() { ContentManager c = new ContentManager(); c.AddTask(new LoadTask("effects", delegate() { _effectBlackout = Content.Load <Effect>("fx/effect_blackout"); _effectGreyscale = Content.Load <Effect>("fx/effect_greyscale"); _effectGreyscale.Parameters["lightness"].SetValue(0f); })); c.AddTask(new LoadTask("physics", delegate() { TouchPanel.EnabledGestures = GestureType.Tap | GestureType.FreeDrag | GestureType.DragComplete; ConvertUnits.SetDisplayUnitToSimUnitRatio(10f); _world = new World(new Vector2(0, 9.98f)); _hand = new Hand(_world, Content, new Vector2(0, 26)); _baseballBat = new BaseballBat(_world, Content, new Vector2(0, -24)); Camera = new View.Camera(this, new Vector2(0, 0), 1f); })); return(c); }
/// <summary> /// Constructor /// </summary> /// <param name="spriteBatch">SpriteBatch instance</param> /// <param name="player">Player object</param> /// <param name="inputHandler">InputHandler instance</param> /// <param name="camera">Camera instance</param> public WorldMap(SpriteBatch spriteBatch, Model.Player player, InputHandler inputHandler, Camera camera) { this._player = player; this._spriteBatch = spriteBatch; this._inputHandler = inputHandler; this._camera = camera; }
public BurstSystem(View.Camera camera, Vector2 position, float radius, Texture2D texture) { this.camera = camera; this.position = position; this.radius = radius; this.texture = texture; }
public Vector2 TestLogicalToVisualCoordinates(float scale, bool rotated) { View.Camera camera = new View.Camera(); Vector2 logicalCoordinates; Vector2 visualCoordinates; int x, y; while (true) { Console.Clear(); Console.Write("X: "); x = Convert.ToInt32(Console.ReadLine()); Console.Write("Y: "); y = Convert.ToInt32(Console.ReadLine()); Console.Clear(); logicalCoordinates.X = x; logicalCoordinates.Y = y; Console.WriteLine("Logiskt position ({0}, {1})", x, y); Console.Write("Visuell position "); visualCoordinates = camera.LogicalToVisualCoordinates(logicalCoordinates, scale, rotated); Console.WriteLine("({0}, {1})", visualCoordinates.X, visualCoordinates.Y); Console.ReadLine(); } }
public SplashSystem(View.Camera camera, Vector2 position, Texture2D dropTexture, Texture2D rainbowTexture) { this.camera = camera; this.position = position; this.dropTexture = dropTexture; this.rainbowTexture = rainbowTexture; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch (GraphicsDevice); //TODO: use this.Content to load your game content here this.camera = new View.Camera (GraphicsDevice); this.view = new View.ExplosionView (Content, GraphicsDevice, this.camera); }
public BallView(ContentManager content, Model.BallSimulation ballSimulation, View.Camera camera) { this.ballTexture = content.Load<Texture2D> ("Texture/bubble.png"); this.rainbowTexture = content.Load<Texture2D> ("Texture/rainbow.png"); this.burstSpriteSheet = content.Load<Texture2D> ("Texture/burst.png"); this.bubblePop = content.Load<SoundEffect>("Sound/bubblepop.wav"); this.ballSimulation = ballSimulation; this.camera = camera; }
public GameController(View.View a_view, View.Camera a_camera, View.Menu a_menu, GraphicsDeviceManager a_manager, ContentManager a_contentManager) { m_enemyBolt = new Model.EnemyBolt(); m_view = a_view; m_menu = a_menu; m_camera = a_camera; m_manager = a_manager; m_model = new Model.Model(m_player, m_statehandler, m_levels, m_enemy, m_enemyBolt); // m_sound = new Model.SoundManager(a_contentManager); m_save = new Model.Save(m_player, m_statehandler, m_levels, m_model); }
/// <summary> /// Constructor /// </summary> /// <param name="graphicsDevice">GraphicsDevice instance</param> /// <param name="spriteBatch">SpriteBatch instance</param> /// <param name="gameModel">GameModel instance</param> /// <param name="animationSystem">AnimationSystem instance</param> /// <param name="inputHandler">InputHandler instance</param> /// <param name="soundHandler">SoundHandler instance</param> public GameView(GraphicsDevice graphicsDevice, SpriteBatch spriteBatch, Model.GameModel gameModel, View.AnimationSystem animationSystem, View.InputHandler inputHandler, View.SoundHandler soundHandler) { this._gameModel = gameModel; this._camera = new Camera(graphicsDevice, gameModel); this._spriteBatch = spriteBatch; this._soundHandler = soundHandler; this._inputHandler = inputHandler; this._animationSystem = animationSystem; this._conversation = new Dialog(spriteBatch, _gameModel, _camera, _inputHandler); this._UIView = new UIView(spriteBatch, _camera, _inputHandler, gameModel, _conversation); this._unitView = new UnitView(_gameModel, spriteBatch, _camera, _inputHandler, _animationSystem, _conversation); }
public GameView(GraphicsDevice a_graphicsDevice, SpriteBatch a_spriteBatch, Model.GameModel a_gameModel, View.AnimationSystem a_animationSystem, View.InputHandler a_inputHandler, View.SoundHandler a_soundHandler) { this.m_gameModel = a_gameModel; this.m_camera = new Camera(a_graphicsDevice, a_gameModel); this.m_spriteBatch = a_spriteBatch; this.m_soundHandler = a_soundHandler; this.m_inputHandler = a_inputHandler; //Hantering av samtliga anv-inputs this.m_animationSystem = a_animationSystem; //System för sprite-animationer this.m_conversation = new Conversation(m_spriteBatch, m_gameModel, m_camera, m_inputHandler); //Behandlar/ritar dialogtexter this.m_UIView = new UIView(m_spriteBatch, m_camera, m_inputHandler, a_gameModel, m_conversation); //Utritning av user-interface this.m_unitView = new UnitView(m_gameModel, m_spriteBatch, m_camera, m_inputHandler, m_animationSystem, m_conversation); //Utritning av samtliga units }
public UIView(SpriteBatch a_spriteBatch, Camera a_camera, InputHandler a_inputHandler, Model.GameModel a_gameModel, Conversation a_conversation) { this.m_spriteBatch = a_spriteBatch; this.m_keyPositions = new Vector2[7]; this.m_camera = a_camera; this.m_inputHandler = a_inputHandler; this.m_activeSpells = a_gameModel.m_playerSystem.m_spellSystem.ActiveSpells; this.m_player = a_gameModel.m_playerSystem.m_player; this.m_questSystem = a_gameModel.m_questSystem; this.m_worldItems = a_gameModel.m_itemSystem.m_items; this.m_currentMap = a_gameModel.m_level.CurrentMap(); this.m_rightClickWatch = new Stopwatch(); this.m_conversation = a_conversation; }
public BoxView(GraphicsDevice device, View.Camera camera) { this.box = new Model.Box (); this.line = new View.LineDrawer (device); this.camera = camera; /* this.box.Top = this.camera.BoxMargin + this.camera.BoxWindowDisplacement.Y; this.box.Bottom = this.camera.BoxMargin + this.camera.BoxSize + this.camera.BoxWindowDisplacement.Y; this.box.Left = this.camera.BoxMargin + this.camera.BoxWindowDisplacement.X; this.box.Right = this.camera.BoxMargin + this.camera.BoxSize + this.camera.BoxWindowDisplacement.X; */ this.box.Top = this.camera.BoxMargin; this.box.Bottom = device.Viewport.Height - this.camera.BoxMargin; this.box.Left = this.camera.BoxMargin; this.box.Right = device.Viewport.Width - this.camera.BoxMargin; }
/// <summary> /// Constructor /// </summary> /// <param name="spriteBatch">Instance of SpriteBatch</param> /// <param name="camera">Instance of Camera</param> /// <param name="inputHandler">Instance of InputHandler</param> /// <param name="gameModel">Instance of GameModel</param> /// <param name="dialog">Instance of Dialog</param> public UIView(SpriteBatch spriteBatch, Camera camera, InputHandler inputHandler, Model.GameModel gameModel, Dialog dialog) { this._spriteBatch = spriteBatch; this._player = gameModel.PlayerSystem.Player; this._worldItems = gameModel.ItemSystem._items; this._currentMap = gameModel.Level.CurrentMap(); this._activeSpells = gameModel.PlayerSystem.SpellSystem.ActiveSpells; this._rightClickWatch = new Stopwatch(); this._dialog = dialog; this._camera = camera; this._inputHandler = inputHandler; this._questSystem = gameModel.QuestSystem; this._common = new UI.Common(_spriteBatch); this._avatar = new UI.Avatar(_spriteBatch, _player); this._worldMap = new UI.WorldMap(_spriteBatch, _player, _inputHandler, _camera); this._actionBar = new UI.ActionBar(_spriteBatch, _activeSpells, _player, _questSystem, _camera); }
public SmokeSystem(ContentManager content, GraphicsDevice device, View.Camera camera) { this.particlesmoke = content.Load<Texture2D> ("particlesmoke.tga"); this.camera = camera; this.random = new Random(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch (GraphicsDevice); //TODO: use this.Content to load your game content here this.camera = new View.Camera (GraphicsDevice); this.ballView = new View.BallView (Content, ballSimulation, this.camera); this.boxView = new View.BoxView (GraphicsDevice, this.camera); this.pointerView = new View.PointerView (Content, this.camera); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here splashTexture = this.Content.Load<Texture2D>("splash"); font = Content.Load<SpriteFont>("fontTexture"); titleMusic = Content.Load<SoundEffect>("titleMusic"); titleInstance = titleMusic.CreateInstance(); titleInstance.IsLooped = true; doorEffect = Content.Load<SoundEffect>("door"); doorInstance = doorEffect.CreateInstance(); doorInstance.Pitch = 1f; doorInstance.Volume = .5f; dummyTexture = new Texture2D(graphics.GraphicsDevice, 1, 1); dummyTexture.SetData(new Color[] { Color.White }); // New Camera camera = new View.Camera(graphics.GraphicsDevice.Viewport); //Load MenuGUI for mainMenu gui_mainMenu = new MenuGUI(spriteBatch, Content, camera.getScreenWidth() / 5, camera.getScreenHeight() - camera.getScreenHeight() / 4); gui_mainMenu.addItem("New Game"); gui_mainMenu.addItem("Exit"); //Load menuGUI for pauseMenu gui_pauseMenu = new MenuGUI(spriteBatch, Content, camera.getScreenWidth() / 2, camera.getScreenHeight() / 3 + 40); gui_pauseMenu.addItem("Continue"); gui_pauseMenu.addItem("Exit to main Menu"); //Load menuGUI for gameDoneMenu gui_gameDoneMenu = new MenuGUI(spriteBatch, Content, camera.getScreenWidth() / 2, camera.getScreenHeight() / 3 + 40); gui_gameDoneMenu.addItem("New Game"); gui_gameDoneMenu.addItem("Exit to main Menu"); }
public ExplosionView(GraphicsDevice device, View.Camera camera) { this.camera = camera; }
public SplitterSystem(ContentManager content, GraphicsDevice device) { spark = content.Load<Texture2D> ("spark.png"); this.camera = new View.Camera (device); }