/// <inheritdoc /> /// <summary> /// </summary> protected override void LoadContent() { base.LoadContent(); Resources.AddStore(new DllResourceStore("Wobble.Tests.Resources.dll")); Textures.Load(); // (This should normally be done at the start of the game.) // Load up a font to use by a byte[] / ResourceStore. if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-bold")) { BitmapFontFactory.AddFont("exo2-bold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-bold.otf")); } // (This should normally be done at the start of the game.) // Load up a font to use by a byte[] / ResourceStore. if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-regular")) { BitmapFontFactory.AddFont("exo2-regular", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-regular.otf")); } IsReadyToUpdate = true; // Once the assets load, we'll start the main screen ScreenManager.ChangeScreen(new SelectionScreen()); }
/// <inheritdoc /> /// <summary> /// </summary> protected override void LoadContent() { base.LoadContent(); Resources.AddStore(new DllResourceStore("Wobble.Tests.Resources.dll")); Textures.Load(); if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-bold")) { BitmapFontFactory.AddFont("exo2-bold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-bold.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-regular")) { BitmapFontFactory.AddFont("exo2-regular", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-regular.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-semibold")) { BitmapFontFactory.AddFont("exo2-semibold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-semibold.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-medium")) { BitmapFontFactory.AddFont("exo2-medium", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-medium.ttf")); } IsReadyToUpdate = true; // Once the assets load, we'll start the main screen ScreenManager.ChangeScreen(new SelectionScreen()); }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// </summary> protected override void UnloadContent() { WobbleAssets.Dispose(); WindowManager.UnHookEvents(); AudioManager.Dispose(); DiscordManager.Dispose(); BitmapFontFactory.Dispose(); }
/// <summary> /// Loads all bitmap fonts. /// </summary> public static void Load() { BitmapFontFactory.AddFont(Exo2Bold, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-bold.ttf")); BitmapFontFactory.AddFont(Exo2BoldItalic, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-bolditalic.ttf")); BitmapFontFactory.AddFont(Exo2Italic, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-italic.ttf")); BitmapFontFactory.AddFont(Exo2Light, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-light.ttf")); BitmapFontFactory.AddFont(Exo2Medium, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-medium.ttf")); BitmapFontFactory.AddFont(Exo2MediumItalic, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-mediumitalic.ttf")); BitmapFontFactory.AddFont(Exo2Regular, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-regular.ttf")); BitmapFontFactory.AddFont(Exo2SemiBold, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-semibold.ttf")); BitmapFontFactory.AddFont(Exo2SemiBoldItalic, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-semibolditalic.ttf")); BitmapFontFactory.AddFont(Exo2Thin, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-thin.ttf")); BitmapFontFactory.AddFont(Exo2ThinItalic, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/Exo2/exo2-thinitalic.ttf")); BitmapFontFactory.AddFont(SourceSansProRegular, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/SourceSansPro/sspro-regular.ttf")); BitmapFontFactory.AddFont(SourceSansProBold, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/SourceSansPro/sspro-bold.ttf")); BitmapFontFactory.AddFont(SourceSansProSemiBold, GameBase.Game.Resources.Get("Quaver.Resources/Fonts/SourceSansPro/sspro-semibold.ttf")); }
/// <inheritdoc /> /// <summary> /// </summary> protected override void LoadContent() { base.LoadContent(); Resources.AddStore(new DllResourceStore("Wobble.Tests.Resources.dll")); if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-bold")) { BitmapFontFactory.AddFont("exo2-bold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-bold.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-regular")) { BitmapFontFactory.AddFont("exo2-regular", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-regular.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-semibold")) { BitmapFontFactory.AddFont("exo2-semibold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-semibold.ttf")); } if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-medium")) { BitmapFontFactory.AddFont("exo2-medium", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-medium.ttf")); } var font = new WobbleFontStore(20, GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-semibold.ttf"), new Dictionary <string, byte[]>() { { "Emoji", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/symbola-emoji.ttf") }, { "Japanese", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/droid-sans-japanese.ttf") } }); FontManager.CacheWobbleFont("exo2-semibold", font); IsReadyToUpdate = true; // Once the assets load, we'll start the main screen ScreenManager.ChangeScreen(new SelectionScreen()); }
/// <inheritdoc /> /// <summary> /// </summary> /// <param name="screen"></param> public TestDrawingSpritesScreenView(Screen screen) : base(screen) { #region GREEN_BOX GreenBox = new Sprite() { Parent = Container, Size = new ScalableVector2(50, 50), Tint = Color.Green, Position = new ScalableVector2(0, 10), Alignment = Alignment.TopCenter }; GreenBox.AddBorder(Color.White, 2); #endregion // (This should normally be done at the start of the game.) // Load up a font to use by a byte[] / ResourceStore. if (!BitmapFontFactory.CustomFonts.ContainsKey("exo2-bold")) { BitmapFontFactory.AddFont("exo2-bold", GameBase.Game.Resources.Get("Wobble.Tests.Resources/Fonts/exo2-bold.otf")); } #region HELLO_WORLD_TEXT HelloWorldText = new SpriteText("exo2-bold", "Hello, World!", 18) { Parent = Container, Alignment = Alignment.TopCenter, Y = GreenBox.Height + GreenBox.Y + 40 }; #endregion #region CLICK_ME_BUTTON ClickMeButton = new TextButton(WobbleAssets.WhiteBox, "exo2-bold", "Click me!", 18, (sender, args) => { // Click event handler method goes here. // Choose a random background color! BackgroundColor = new Color(Rng.Next(0, 255), Rng.Next(0, 255), Rng.Next(0, 255)); }) { Parent = Container, Size = new ScalableVector2(150, 50), Tint = Color.White, Text = { Tint = Color.Black }, Alignment = Alignment.TopCenter, Y = HelloWorldText.Y + 40 }; #endregion #region ANIMATING_LIGHTING AnimatingLighting = new AnimatableSprite(Textures.TestSpritesheet) { Parent = Container, Size = new ScalableVector2(200, 200), Alignment = Alignment.MidRight, X = -20, // Here we will create new custom SpriteBatchOptions for this sprite. // This overrides SpriteBatch.Begin() to include these new SpriteBatchOptions ONLY for this sprite and any // sprites drawn after it that specify `UsePreviousSpriteBatchOptions` // // IMPORTANT! // Any sprites you want to have these same SpriteBatch.Begin options for WITHOUT creating a new SpriteBatch, // you must set `UsePreviousSpriteBatchOptions` to true. SpriteBatchOptions = new SpriteBatchOptions { BlendState = BlendState.Additive }, }; // Start the animation loop forwards at 60FPS infinitely. AnimatingLighting.StartLoop(Direction.Forward, 60); #endregion #region SPRITE_WITH_SHADER SpriteWithShader = new Sprite { Image = WobbleAssets.WhiteBox, Size = new ScalableVector2(200, 200), Alignment = Alignment.TopCenter, Parent = Container, Tint = Color.Orange, Y = ClickMeButton.Y + ClickMeButton.Height + 40, SpriteBatchOptions = new SpriteBatchOptions { SortMode = SpriteSortMode.Deferred, BlendState = BlendState.NonPremultiplied, SamplerState = SamplerState.PointClamp, DepthStencilState = DepthStencilState.Default, RasterizerState = RasterizerState.CullNone, // The shader attached is to make the sprite semi transparent // Shader created by "Vortex-" (https://github.com/VortexCoyote) Shader = new Shader(GameBase.Game.Resources.Get("Wobble.Tests.Resources/Shaders/semi-transparent.mgfxo"), new Dictionary <string, object> { { "p_dimensions", new Vector2(200, 200) }, { "p_position", new Vector2(0, 0) }, { "p_rectangle", new Vector2(100, 100) }, { "p_alpha", 0f } }) } }; #endregion }