public static void loadBlue() { Texture2D blueTex = singleton.screenManager.Game.Content.Load<Texture2D>(@"Textures\Maps\NonCombat\blue"); float speed = 0.0f; Vector2 drift = new Vector2(speed, 0); float opacity = 0.3f; MapOverlay blue = new MapOverlay(drift, opacity, blueTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); blue.name = "blue"; mapOverlays.Add(blue); }
public static void loadBlack() { Texture2D darkTex = singleton.screenManager.Game.Content.Load<Texture2D>(@"Textures\GameScreens\FadeScreen"); float speed = 0.0f; Vector2 drift = new Vector2(speed, 0); float opacity = 1f; MapOverlay black = new MapOverlay(drift, opacity, darkTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); black.name = "black"; mapOverlays.Add(black); }
public static void loadMist() { Texture2D mistTex = singleton.screenManager.Game.Content.Load<Texture2D>(@"Textures\Maps\NonCombat\mist"); float speed = 0.2f; Vector2 drift = new Vector2(speed, 0); float opacity = 0.2f; MapOverlay mist = new MapOverlay(drift, opacity, mistTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); mist.name = "mist"; mapOverlays.Add(mist); }
public static void loadRed() { Texture2D redTex = singleton.screenManager.Game.Content.Load<Texture2D>(@"Textures\Maps\NonCombat\red"); float speed = 0.0f; Vector2 drift = new Vector2(speed, 0); float opacity = 0.5f; MapOverlay red = new MapOverlay(drift, opacity, redTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); red.name = "red"; mapOverlays.Add(red); }
public static void loadFog() { Texture2D fogTex = singleton.screenManager.Game.Content.Load<Texture2D>(@"Textures\Maps\NonCombat\clouda"); float speed = 0.3f; Vector2 drift = new Vector2(speed, speed); float opacity = 0.2f; MapOverlay fog = new MapOverlay(drift, opacity, fogTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); mapOverlays.Add(fog); drift = new Vector2(speed, 0.0f); opacity = 0.2f; MapOverlay fog2 = new MapOverlay(drift, opacity, fogTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); mapOverlays.Add(fog2); drift = new Vector2(-speed, 0.0f); opacity = 0.2f; MapOverlay fog3 = new MapOverlay(drift, opacity, fogTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); mapOverlays.Add(fog3); drift = new Vector2(-speed, -speed); opacity = 0.2f; MapOverlay fog4 = new MapOverlay(drift, opacity, fogTex, ScreenManager.GraphicsDevice.Viewport.Width, ScreenManager.GraphicsDevice.Viewport.Height); fog.name = "fog"; mapOverlays.Add(fog4); }