Exemplo n.º 1
0
        private void Contact_Click(object sender, RoutedEventArgs e)
        {
            DoubleAnimation animation1 = new DoubleAnimation();

            animation1.From     = 0;
            animation1.To       = 0;
            animation1.Duration = new Duration(TimeSpan.FromMilliseconds(1));
            TextBlockAbout.BeginAnimation(OpacityProperty, animation1);
            TextBlockAbout1.BeginAnimation(OpacityProperty, animation1);
            EllipseLoc.BeginAnimation(OpacityProperty, animation1);
            TextBlockLoc.BeginAnimation(OpacityProperty, animation1);
            RectangleLoc.BeginAnimation(OpacityProperty, animation1);
            TextBlockSearch.BeginAnimation(OpacityProperty, animation1);
            TextBlockSet.BeginAnimation(OpacityProperty, animation1);
            RectangleSet.BeginAnimation(OpacityProperty, animation1);
            buttonBlue.BeginAnimation(OpacityProperty, animation1);
            buttonGreen.BeginAnimation(OpacityProperty, animation1);
            buttonGrey.BeginAnimation(OpacityProperty, animation1);
            buttonRed.BeginAnimation(OpacityProperty, animation1);
            buttonStandard.BeginAnimation(OpacityProperty, animation1);
            buttonViolet.BeginAnimation(OpacityProperty, animation1);
            buttonYellow.BeginAnimation(OpacityProperty, animation1);

            DoubleAnimation animation = new DoubleAnimation();

            animation.From     = 0;
            animation.To       = 1;
            animation.Duration = new Duration(TimeSpan.FromSeconds(2));
            RectangleContact.BeginAnimation(OpacityProperty, animation);
            TextBlockContact.BeginAnimation(OpacityProperty, animation);
        }
Exemplo n.º 2
0
        /// <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
            level1 = Content.Load <RectangleSet>("level1");

            pixel           = Content.Load <Texture2D>("pixel");
            particleTexture = Content.Load <Texture2D>("particle");
            font            = Content.Load <SpriteFont>("font");
            background      = Color.Black;
            square          = Color.Aquamarine;
            gameOver        = false;

            var r = new System.Random();

            // mouse system
            mouseSystem = new ParticleSystem(this.GraphicsDevice, 1000, particleTexture);
            mouseSystem.SpawnPerFrame = 4;
            mouseSystem.SpawnParticle = (ref Particle particle) =>
            {
                MouseState mouse = Mouse.GetState();
                particle.Position = new Vector2(mouse.X, mouse.Y);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-50, 50, (float)r.NextDouble()),
                    MathHelper.Lerp(0, 100, (float)r.NextDouble())
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-r.NextDouble());
                particle.Color        = Color.Crimson;
                particle.Scale        = 1f;
                particle.Life         = 1.0f;
            };
            mouseSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };

            // background system
            backgroundSystem = new ParticleSystem(this.GraphicsDevice, 500, pixel);
            backgroundSystem.SpawnPerFrame = 4;
            backgroundSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position     = new Vector2(r.Next(SCREEN_WIDTH + 100), 0);
                particle.Velocity     = new Vector2(0, SCREEN_HEIGHT);
                particle.Acceleration = Vector2.Zero;
                particle.Color        = Color.Green;
                particle.Scale        = 5f;
                particle.Life         = 150.0f;
            };
            backgroundSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Position += deltaT / 2 * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };

            // end system
            endSystem = new ParticleSystem(this.GraphicsDevice, 100000, particleTexture);
            endSystem.SpawnPerFrame = 4;
            endSystem.SpawnParticle = (ref Particle particle) =>
            {
                particle.Position = new Vector2(SCREEN_WIDTH / 2 + 25, SCREEN_HEIGHT / 2 - 150);
                particle.Velocity = new Vector2(
                    MathHelper.Lerp(-100, 100, (float)r.NextDouble()),
                    MathHelper.Lerp(-100, 100, (float)r.NextDouble())
                    );
                particle.Acceleration = 0.1f * new Vector2(0, (float)-r.NextDouble());
                particle.Color        = Color.Orange;
                particle.Scale        = 3f;
                particle.Life         = 500.0f;
            };
            endSystem.UpdateParticle = (float deltaT, ref Particle particle) =>
            {
                particle.Velocity += deltaT * particle.Acceleration;
                particle.Position += deltaT * particle.Velocity;
                particle.Scale    -= deltaT;
                particle.Life     -= deltaT;
            };
        }