/// <summary> /// Constructor. /// </summary> public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5f); TransitionOffTime = TimeSpan.FromSeconds(1.0f); this.spriteMain = new GameSprite2D(); this.spriteButton = new GameSprite2D(); }
/// <summary> /// Constructor. /// </summary> public LoadingScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5f); TransitionOffTime = TimeSpan.FromSeconds(0.5f); this.spriteBG = new GameSprite2D(); this.spriteLoadingText = new GameSprite2D(); }
/// <summary> /// loads graphics contents. This uses the shared ContentManager /// provided by the ScreenManager, so the content will remain loaded forever. /// Whenever a subsequent MessageBoxScreen tries to load this same content, /// it will just get back another reference to the already loaded instance. /// </summary> public override void LoadContent() { spriteBox = new GameSprite2D(); spriteBox.Create(1, "Textures/Text_Window"); refScene2DTopRoot.AddChild(spriteBox); spriteObjBox = spriteBox.AddSprite(0, "MessageBox frame"); textMessageItem = new TextItem(messageFont, message, 0, 0, new Color(136, 217, 224)); FrameworkCore.TextManager.AddText(textMessageItem); textControlsItem = new TextItem(messageFont, controls, 0, 0,Color.White); FrameworkCore.TextManager.AddText(textControlsItem); // Resizing all images OnSize(); }
public override void UnloadContent() { this.refScene2DTopRoot.RemoveChild(this.spriteBox, false); if (FrameworkCore.TextManager != null) { FrameworkCore.TextManager.RemoveText(this.textControlsItem); FrameworkCore.TextManager.RemoveText(this.textMessageItem); } this.spriteBox = null; this.textMessageItem = null; this.textControlsItem = null; }
/// <summary> /// Constructs a new screen manager component. /// </summary> public GameScreenManager(Game game) : base(game) { scene2DFadeRoot = FrameworkCore.Scene2DFadeLayer; fadeSprite = new GameSprite2D(); scene2DFadeRoot.AddChild(fadeSprite); // Controller screenInput[0] = new GameScreenInput(PlayerIndex.One); screenInput[1] = new GameScreenInput(PlayerIndex.Two); screenInput[2] = new GameScreenInput(PlayerIndex.Three); screenInput[3] = new GameScreenInput(PlayerIndex.Four); }
/// <summary> /// creates the Hud image which is communally used in a stage and /// configures the Hud information. /// </summary> public virtual void CreateHud() { int viewCount = FrameworkCore.CurrentCamera.Count; // Hud Aiming { int spriteCount = 0; this.spriteHudAiming = new GameSprite2D(); this.spriteHudAiming.Create(2 * viewCount, "Textures/Hud_Aiming"); this.refSceneHudRoot.AddChild(this.spriteHudAiming); spriteObjHudAimingSite = new Sprite2DObject[viewCount]; spriteObjHudAlertSite = new Sprite2DObject[viewCount]; for (int i = 0; i < viewCount; i++) { // Aiming Site this.spriteObjHudAimingSite[i] = this.spriteHudAiming.AddSprite(spriteCount++, "Firing site"); // Alert Site this.spriteObjHudAlertSite[i] = this.spriteHudAiming.AddSprite(spriteCount++, "Alert site"); this.spriteObjHudAlertSite[i].Visible = false; } } // Hud State (Armor and ammo) { int spriteCount = 0; this.spriteHudState = new GameSprite2D(); this.spriteHudState.Create(8 * viewCount, "Textures/Hud1"); this.refSceneHudRoot.AddChild(this.spriteHudState); Color textColor = new Color(136, 217, 224); this.spriteObjHudArmorFrame = new Sprite2DObject[viewCount]; this.spriteObjHudArmorState = new Sprite2DObject[viewCount]; this.spriteObjHudWeaponWindow = new Sprite2DObject[viewCount]; this.spriteObjHudBoosterCoolTime = new Sprite2DObject[viewCount]; this.spriteObjHudPickupCoolTime = new Sprite2DObject[viewCount]; this.spriteObjHudWeaponMachineGun = new Sprite2DObject[viewCount]; this.spriteObjHudWeaponShotgun = new Sprite2DObject[viewCount]; this.spriteObjHudWeaponHandgun = new Sprite2DObject[viewCount]; this.textHudCurrentAmmo = new GameText[viewCount]; this.textHudRemainAmmo = new GameText[viewCount]; this.textPickup = new GameText[viewCount]; this.textControlHelper = new GameText[viewCount, 2]; for (int i = 0; i < viewCount; i++) { // Armor frame this.spriteObjHudArmorFrame[i] = this.spriteHudState.AddSprite(spriteCount++, "Armor Frame"); // Armor state bar this.spriteObjHudArmorState[i] = this.spriteHudState.AddSprite(spriteCount++, "Armor State"); // Weapon window this.spriteObjHudWeaponWindow[i] = this.spriteHudState.AddSprite(spriteCount++, "Weapon Ammo"); // Booster Cool Time this.spriteObjHudBoosterCoolTime[i] = this.spriteHudState.AddSprite(spriteCount++, "Booster Cool Time"); // Display message for pickup items this.textPickup[i] = new GameText(this.fontHud, string.Format("Text pick up {0}", i), 0, 0, hudPickupColor); this.textPickup[i].Visible = false; this.refSceneHudRoot.AddChild(this.textPickup[i]); // Pickup cool time bar this.spriteObjHudPickupCoolTime[i] = this.spriteHudState.AddSprite( spriteCount++, "Pickup Cool Time Bar"); this.spriteObjHudPickupCoolTime[i].Color = new Color(200, 200, 255); this.spriteObjHudPickupCoolTime[i].Visible = false; // MachineGun Image this.spriteObjHudWeaponMachineGun[i] = this.spriteHudState.AddSprite(spriteCount++, "MachineGun Image"); this.spriteObjHudWeaponMachineGun[i].Visible = false; // Shotgun Image this.spriteObjHudWeaponShotgun[i] = this.spriteHudState.AddSprite(spriteCount++, "Shotgun Image"); this.spriteObjHudWeaponShotgun[i].Visible = false; // Handgun Image this.spriteObjHudWeaponHandgun[i] = this.spriteHudState.AddSprite(spriteCount++, "Handgun Image"); this.spriteObjHudWeaponHandgun[i].Visible = false; // Weapon Infomation this.textHudCurrentAmmo[i] = new GameText(this.fontHud, "0", 0, 0, textColor); this.refSceneHudRoot.AddChild(this.textHudCurrentAmmo[i]); this.textHudRemainAmmo[i] = new GameText(this.fontHud, "0", 0, 0, textColor); this.refSceneHudRoot.AddChild(this.textHudRemainAmmo[i]); // Control helper on screen for (int column = 0; column < 2; column++) { this.textControlHelper[i, column] = new GameText( this.fontHud, String.Empty, 0, 0, Color.White); this.refSceneHudRoot.AddChild(this.textControlHelper[i, column]); } } SetVisibleHud(true); } // Mission Result { this.spriteMission = new GameSprite2D(); this.spriteMission.Create(2, "Textures/Mission"); this.refSceneMissionRoot.AddChild(this.spriteMission); // Mission Complete this.spriteObjMissionClear = this.spriteMission.AddSprite(0, "Mission Complete"); this.spriteObjMissionClear.Visible = false; // Mission Failed this.spriteObjMissionFailed = this.spriteMission.AddSprite(1, "Mission Failed"); this.spriteObjMissionFailed.Visible = false; } // Calculate all image size OnSize(); }