Exemplo n.º 1
0
        /// <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()
        {
            // TODO: Add your initialization logic here
            Content.RootDirectory = "Content";

            Pax4Camera camera = new Pax4Camera("camera", null);

            Pax4Sound sound = new Pax4Sound("sound", null);

            Pax4Touch touch = new Pax4Touch("touch", null);

            Pax4Effect effect = new Pax4Effect("effect", null);

            Pax4Model model = new Pax4Model("model", null);

            Pax4Texture2D texture2D = new Pax4Texture2D("texture2D", null);

            Pax4SpriteFont spriteFont = new Pax4SpriteFont("spriteFont", null);

            //Pax4ParticleEffect particleEffect = new Pax4ParticleEffect();
            //_particleEffect = Pax4ParticleEffect._current._particleEffectIceStarTrail;

            base.Initialize();

            //_graphicsDeviceManager.IsFullScreen = true;
            _graphicsDeviceManager.ApplyChanges();

#if WINDOWS
            this.IsMouseVisible = true;
#endif
        }
Exemplo n.º 2
0
        //public Pax4ModifierCamera _cameraPositionModifier = null;
        //public Pax4ModifierCamera _cameraTargetModifier = null;
        //public Pax4ModifierCamera _cameraShakeModifier = null;

        public Pax4Camera(String p_name, PaxState p_parent0)
            : base(p_name, p_parent0)
        {
            _current = this;

            _backBufferWidth  = Pax4Game._graphicsDeviceManager.PreferredBackBufferWidth;
            _backBufferHeight = Pax4Game._graphicsDeviceManager.PreferredBackBufferHeight;

            //if (_backBufferWidth > _backBufferHeight)
            //{
            _aspectRatio    = (float)_backBufferWidth / (float)_backBufferHeight;
            _isInViewFactor = 2.0f * (float)Math.Tan(_aspectRatio / 2.0f);


            //    _scale.Z = _aspectRatio / 1.77778f;

            //    _scale.X = _scale0.X / (float)_backBufferWidth;
            //    _scale.Y = _scale0.Y / (float)_backBufferHeight;
            //}
            //else
            //{
            //    _aspectRatio = (float)_backBufferHeight / (float)_backBufferWidth;
            //    _scale.Z = 1 / _aspectRatio / 1.77778f;

            //    _scale.X = _scale0.X / (float)_backBufferHeight;
            //    _scale.Y = _scale0.Y / (float)_backBufferWidth;
            //}

            //_scale2.X = _scale.X;
            //_scale2.Y = _scale.Y;

            //_matScale = Matrix.CreateScale(_scale2.X, _scale2.X, 1.0f);

            //_cameraShakeModifier = new Pax4CameraTargetModifier();
            //_cameraShakeModifier.Ini(0.016f);

            //_cameraPositionModifier = new Pax4CameraPositionModifier();
            //_cameraTargetModifier = new Pax4CameraPositionModifier();

            Pax4Game._graphicsDeviceManager.ApplyChanges();
        }
Exemplo n.º 3
0
        /// <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()
        {
            // TODO: Add your initialization logic here
            base.Initialize();

#if WINDOWS
            _graphicsDeviceManager.PreferredBackBufferWidth  = 512;
            _graphicsDeviceManager.PreferredBackBufferHeight = 910;
            Pax4Camera._scale0 = new Vector3(_graphicsDeviceManager.PreferredBackBufferWidth,
                                             _graphicsDeviceManager.PreferredBackBufferHeight,
                                             0.0f);
#endif
            Pax4Camera camera = new Pax4Camera("camera", null);
            camera.SetOrientation();
            camera.SetCull(CullMode.CullCounterClockwiseFace);
            camera.SetPosition(new Vector3(0.0f, 0.0f, 40.0f));
            camera.Ini();

            Pax4Camera._current.SetImmovable();

            Pax4ParticleEffectLavaAndIce particleEffect = new Pax4ParticleEffectLavaAndIce();

            if (Pax4ParticleEffect._current != null)
            {
                _touchParticleEffect = new Pax4ParticleEffectPart("_touchParticleEffect", null);
                _touchParticleEffect.Ini(Pax4ParticleEffect._current._particleEffectIceStarTrail);
                _touchParticleEffect.Enable();
            }

            List <String> list = new List <String>();

            //******************
            //sprite************
            //******************

            list.Add("Sprite/lavaandiceBackBtn");
            list.Add("Sprite/lavaandiceBackBtnOver");
            list.Add("Sprite/lavaandiceContinueBtn");
            list.Add("Sprite/lavaandiceContinueBtnOver");
            list.Add("Sprite/lavaandiceEasyBtn");
            list.Add("Sprite/lavaandiceEasyBtnOver");
            list.Add("Sprite/lavaandiceEasyOff");
            list.Add("Sprite/lavaandiceEasyOn");
            list.Add("Sprite/lavaandiceExitBtn");
            list.Add("Sprite/lavaandiceExitBtnOver");
            list.Add("Sprite/lavaandiceHardBtn");
            list.Add("Sprite/lavaandiceHardBtnOver");
            list.Add("Sprite/lavaandiceHardOff");
            list.Add("Sprite/lavaandiceHardOn");

            list.Add("Sprite/lavaandiceIceHealth0");
            list.Add("Sprite/lavaandiceIceHealth1");
            list.Add("Sprite/lavaandiceIceHealth2");
            list.Add("Sprite/lavaandiceIceHealth3");

            list.Add("Sprite/lavaandiceInGameFgBottom");

            list.Add("Sprite/lavaandiceInGameFgIceLauncher");
            list.Add("Sprite/lavaandiceInGameFgIceLauncherOver");
            list.Add("Sprite/lavaandiceInGameFgLavaLauncher");
            list.Add("Sprite/lavaandiceInGameFgLavaLauncherOver");
            list.Add("Sprite/lavaandiceInGameFgScore");
            list.Add("Sprite/lavaandiceInGameFgTimer");
            list.Add("Sprite/lavaandiceInGameFgTimerRed");
            list.Add("Sprite/lavaandiceInGameFgTimerYellow");
            list.Add("Sprite/lavaandiceInGameMenuBg");
            list.Add("Sprite/lavaandiceInGameMenuBtn");
            list.Add("Sprite/lavaandiceInGameMenuBtnOver");
            list.Add("Sprite/lavaandiceInGameMenuTextDefeat");
            list.Add("Sprite/lavaandiceInGameMenuTextDifficulty");
            list.Add("Sprite/lavaandiceInGameMenuTextMenu");
            list.Add("Sprite/lavaandiceInGamePauseBtn");
            list.Add("Sprite/lavaandiceInGamePauseBtnOver");
            list.Add("Sprite/lavaandiceInGameVictoryBg");
            list.Add("Sprite/lavaandiceInstructions");

            list.Add("Sprite/lavaandiceLavaHealth0");
            list.Add("Sprite/lavaandiceLavaHealth1");
            list.Add("Sprite/lavaandiceLavaHealth2");
            list.Add("Sprite/lavaandiceLavaHealth3");

            list.Add("Sprite/lavaandiceMainBg");
            //list.Add("Sprite/lavaandiceMainBgTop");
            //list.Add("Sprite/lavaandiceMainBgMiddle");
            //list.Add("Sprite/lavaandiceMainBgBottom");

            list.Add("Sprite/lavaandiceMissionBtn");
            list.Add("Sprite/lavaandiceMissionBtnOver");
            list.Add("Sprite/lavaandiceMissionLockedBtn");
            list.Add("Sprite/lavaandiceNightmareBtn");
            list.Add("Sprite/lavaandiceNightmareBtnOver");
            list.Add("Sprite/lavaandiceNightmareOff");
            list.Add("Sprite/lavaandiceNightmareOn");
            list.Add("Sprite/lavaandiceNormalBtn");
            list.Add("Sprite/lavaandiceNormalBtnOver");
            list.Add("Sprite/lavaandiceNormalOff");
            list.Add("Sprite/lavaandiceNormalOn");
            list.Add("Sprite/lavaandiceQuestBtn");
            list.Add("Sprite/lavaandiceQuestBtnOver");
            list.Add("Sprite/lavaandiceQuestComingSoonBtn");
            list.Add("Sprite/lavaandiceResumeBtn");
            list.Add("Sprite/lavaandiceResumeBtnOver");
            list.Add("Sprite/lavaandiceRetryBtn");
            list.Add("Sprite/lavaandiceRetryBtnOver");
            list.Add("Sprite/lavaandiceSettingsBtn");
            list.Add("Sprite/lavaandiceSettingsBtnOver");

            list.Add("Sprite/lavaandiceTemperature0.10");
            list.Add("Sprite/lavaandiceTemperature0.20");
            list.Add("Sprite/lavaandiceTemperature0.30");
            list.Add("Sprite/lavaandiceTemperature0.40");
            list.Add("Sprite/lavaandiceTemperature0.45");
            list.Add("Sprite/lavaandiceTemperature0.50");
            list.Add("Sprite/lavaandiceTemperature0.55");
            list.Add("Sprite/lavaandiceTemperature0.60");
            list.Add("Sprite/lavaandiceTemperature0.70");
            list.Add("Sprite/lavaandiceTemperature0.80");
            list.Add("Sprite/lavaandiceTemperature0.90");

            Pax4Texture2D._current.Load(list);
            list.Clear();

            //******************
            //spritefont********
            //******************
            list.Add("SpriteFont/ArialBold");
            list.Add("SpriteFont/Livingstone");
            Pax4SpriteFont._current.Load(list);
            list.Clear();

            list = null;

            //******************
            //sound*************
            //******************
            Pax4SoundLavaAndIce sound = new Pax4SoundLavaAndIce("", null);

            //******************
            //ui****************
            //******************
            Pax4UiLavaAndIce ui = new Pax4UiLavaAndIce("Pax4UiLavaAndIce", Pax.Core.PaxState._root);// Pax4UiLavaAndIce();//new Pax4Ui();
            ui.Create();

            Pax4UiLavaAndIce uii = null;
            //Pax4UiLavaAndIce.Deserialize(ui.Serialize());
        }