public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; //Carregando os recursos de Linguagem: var languadeLoader = new Windows.ApplicationModel.Resources.ResourceLoader(); //Carregando os recursos: _mediumFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); _smallFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianSmall"); _largeFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianLarge"); _title1 = new Label(languadeLoader.GetString("StageLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 10), _largeFont); _title2 = new Label(languadeLoader.GetString("WonLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 5), _largeFont); _nextStage = new Label(languadeLoader.GetString("NextStageLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height / 10)), _mediumFont); ////Buscando o ID do mapa que vencemos: //_stageWonInfo = StageManager.Instance.CurrentMap; ////Criando a Câmera: //_camera = new Camera2D(game); //game.Components.Add(_camera); //int x = (int)(_stageWonInfo._mapSize.X / 2), y = (int)(_stageWonInfo._mapSize.Y / 2); //_camera.Focus = new Tile(game, _stageWonInfo.MapTiles[x, y]._type, _stageWonInfo.MapTiles[x, y]._mapPosition); //Tudo correu bem: return true; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //Ativando os touch inputs que trataremos: TouchPanel.EnabledGestures = GestureType.Tap | GestureType.Flick | GestureType.Hold; //Salvando as orientações suportadas pelo App: graphics.SupportedOrientations = DisplayOrientation.Portrait; graphics.PreferredBackBufferWidth = 720; graphics.PreferredBackBufferHeight = 1280; graphics.ApplyChanges(); //Enviando a instância do jogo para o Map Loader: StageManager.Instance.MainGame = this; //Inicializando a máquina de estados: _stateMachine = new StateMachine(this); //Inicializando o resto do jogo: base.Initialize(); }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; //Carregando os recursos de Linguagem: var languadeLoader = new Windows.ApplicationModel.Resources.ResourceLoader(); //Carregando os recursos: _mediumFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); _smallFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianSmall"); _largeFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianLarge"); _title1 = new Label(languadeLoader.GetString("StageLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 10), _largeFont); _title2 = new Label(languadeLoader.GetString("LostLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 5), _largeFont); _tryAgain = new Label(languadeLoader.GetString("TryAgainLabel"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height / 10)), _mediumFont); //Tudo correu bem: return true; }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; _currentStage = 1; //Carregando os recursos: _debugFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianLarge"); //Instanciando os tiles que representam os mapas: _pageOne = new Tile[5, 6]; _pageOneLbl = new Label[5, 6]; //Instanciando os tiles: int _tmpCount = 1; for (int y = 0; y < 6; y++) { for (int x = 0; x < 5; x++) { //Criando o tile: _pageOne[x, y] = new Tile(_game, TILE_TYPES.NORMAL, new Vector2(x,y)); _pageOne[x, y].Sprite.Scale = 1.0f; //Calculando a posição: _pageOne[x, y].Sprite.DrawPosition = new Vector2(5f + (x * (_game.GraphicsDevice.Viewport.Width / 5)), (2 * (_game.GraphicsDevice.Viewport.Height / 8)) + (y * (_game.GraphicsDevice.Viewport.Height / 8))); //Criando a LABEL: _pageOneLbl[x, y] = new Label(_tmpCount.ToString(), new Vector2(_pageOne[x, y].Sprite.DrawPosition.X + ((Tile.TILE_SIZE.X * _pageOne[x, y].Sprite.Scale) / 2)/* - (_debugFont.MeasureString(1.ToString()).X / 2)*/, _pageOne[x, y].Sprite.DrawPosition.Y), _debugFont); //Incrementando: _tmpCount++; } } //Verificando qual foi o mapa queo usuário parou: //var localSettings = Windows.Storage.ApplicationData.Current.LocalSettings; //Object value = localSettings.Values["CURRENT_MAP"]; //if(value == null) //{ // //PAramos no PRIMEIRO estágio: // _currentStage = 1; //} //else //{ // //Salvando o estágio que paramos: // int.TryParse(value.ToString(), out _currentStage); //} _currentStage = StageManager.Instance.QtdLoadedMaps; //Sinalizando na GUI os estágios já passados: for (int y = 0; y < 6; y++) { for (int x = 0; x < 5; x++) { //Já passamos? if (int.Parse(_pageOneLbl[x, y].Text) < _currentStage) { _pageOneLbl[x, y].Color = Color.LightGreen; _pageOne[x, y].Sprite.Color = Color.White; } //Ainda não passamos: else if (int.Parse(_pageOneLbl[x, y].Text) > _currentStage) { _pageOneLbl[x, y].Color = Color.DarkGray; _pageOne[x, y].Sprite.Color = Color.DarkGray; } else { //É o mesmo: _pageOneLbl[x, y].Color = Color.LightSkyBlue; _pageOne[x, y].Sprite.Color = Color.White; } } } //Tudo correu bem: return true; }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; _clearDataTimer = TimeSpan.Zero; _clearDataToggle = false; _sound = true; //Carregando os recursos de Linguagem: var languadeLoader = new Windows.ApplicationModel.Resources.ResourceLoader(); //Carregando os recursos: _mediumFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); _smallFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianSmall"); _largeFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianLarge"); //Criando as opções: _soundLbl = new Label(languadeLoader.GetString("SoundLabelOptions"), new Vector2(25 + (_mediumFont.MeasureString("Sounds").X / 2), game.GraphicsDevice.Viewport.Height / 3), _mediumFont); _soundState = new Label(languadeLoader.GetString("OnState"), new Vector2(game.GraphicsDevice.Viewport.Width - (_mediumFont.MeasureString("OFF").X), game.GraphicsDevice.Viewport.Height / 3), _mediumFont); _clearDataState = new Label(languadeLoader.GetString("ClearAppData"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height / 5)), _mediumFont); _clearDataState.Color = Color.DarkRed; _clearDataInfo = new Label(languadeLoader.GetString("ClearAppDataConfirm"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height / 8)), _smallFont); _clearDataInfo.Visible = false; _title = new Label(languadeLoader.GetString("OptionsMenuOption"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 10), _largeFont); //Salvando a propriedade do som: var localSettings = Windows.Storage.ApplicationData.Current.LocalSettings; Object value = localSettings.Values["SOUNDS"]; if (value == null) { //PAramos no PRIMEIRO estágio: localSettings.Values["SOUNDS"] = true; } _sound = (bool)localSettings.Values["SOUNDS"]; //Atualizando a GUI: UpdateGui(); //Tudo correu bem: return true; }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; _loadNewLevel = false; _gameRunning = true; _stateChangeTimer = TimeSpan.Zero; //Carregando os recursos: _mediumFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); //Se temos mais de um mapa carregado: if (StageManager.Instance.QtdLoadedMaps > 0) { _currentMap = new Map(StageManager.Instance.CurrentMap, _game); } //Criando o Player: _player = new Player(game, _currentMap.SpawnTile); //Criando a Câmera: _camera = new Camera2D(game); game.Components.Add(_camera); _camera.Focus = _player; //Criando o titulo do mapa: _stageTitle = new Label(StageManager.Instance.CurrentMap._mapName, new Vector2(_game.GraphicsDevice.Viewport.Width / 2, _game.GraphicsDevice.Viewport.Height / 10), _mediumFont); //Criando o background: _background = new Background(_game, 30, false); //Tudo correu bem: return true; }
public bool Init(MainGame game, StateMachine stateMachine) { //Salvando os valores: _game = game; _stateMachine = stateMachine; //Carregando os recursos de Linguagem: var languadeLoader = new Windows.ApplicationModel.Resources.ResourceLoader(); //Carregando os recursos: _menuFont = _game.Content.Load<SpriteFont>("Fonts/QuestrianMedium"); _titleFont = _game.Content.Load<SpriteFont>("Fonts/KL1MonoCase"); //Criando o Título: _title = new Label("Blocky", new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height / 8), _titleFont); //Criando os botões: _buttons = new Label[4]; _buttons[0] = new Label(languadeLoader.GetString("PlayMenuOption"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height * 0.65f)), _menuFont); _buttons[1] = new Label(languadeLoader.GetString("HighScoresMenuOption"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height * 0.5f)), _menuFont); _buttons[2] = new Label(languadeLoader.GetString("OptionsMenuOption"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height * 0.35f)), _menuFont); _buttons[3] = new Label(languadeLoader.GetString("ExitMenuOption"), new Vector2(game.GraphicsDevice.Viewport.Width / 2, game.GraphicsDevice.Viewport.Height - (game.GraphicsDevice.Viewport.Height * 0.2f)), _menuFont); //Criando o efeito de background: _background = new Background(_game, 60, true); //Tudo correu bem: return true; }