Пример #1
0
        public void Reset_Card(bool result)
        {
            shoulder_L_rotation = (float)rnd_L.NextDouble() * Pi;
            shoulder_R_rotation = (float)rnd_R.NextDouble() * Pi;
            flex = false;
            //reset grunt
            hasGrunted = false;

            //these next 2 lines probably make a ton of other stuff unneeded
            current_card = card_q.Dequeue();
            card_q.Enqueue(current_card);

            if (result == true)
            {
                cheering.Play();
                level++;
            }


            if (card_state == 5)
            {
                card_state = 1;
            }
            else
            {
                card_state++;
            }

            if (remaining_strikes == 0)
            {
                game_state = 3;
            }

            remaining_time = timer_length;
        }
Пример #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);

            plainFont = Content.Load <SpriteFont>("plainFont");

            textFont  = Content.Load <SpriteFont>("Font/textFont");
            ScoreFont = Content.Load <SpriteFont>("Font/ScoreFont");


            // RELAXED BODY
            relax_body        = Content.Load <Texture2D>("Wrestler Paperdoll/relax_body");
            relax_arm_L_upper = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_L_upper");
            relax_arm_R_upper = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_R_upper");
            relax_arm_L_lower = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_L_lower");
            relax_arm_R_lower = Content.Load <Texture2D>("Wrestler Paperdoll/relax_arm_R_lower");

            //FLEX BODY
            flex_body        = Content.Load <Texture2D>("Wrestler Paperdoll/flex_body");
            flex_arm_L_upper = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_L_upper");
            flex_arm_R_upper = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_R_upper");
            flex_arm_L_lower = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_L_lower");
            flex_arm_R_lower = Content.Load <Texture2D>("Wrestler Paperdoll/flex_arm_R_lower");

            //CARDS
            card1 = Content.Load <Texture2D>("Cards/card1");
            card2 = Content.Load <Texture2D>("Cards/card2");
            card3 = Content.Load <Texture2D>("Cards/card3");
            card4 = Content.Load <Texture2D>("Cards/card4");
            card5 = Content.Load <Texture2D>("Cards/card5");

            clock_hand = Content.Load <Texture2D>("Cards/clock_hand");
            card_clock = Content.Load <Texture2D>("Cards/card_clock");
            //JUDGE
            judge_bad      = Content.Load <Texture2D>("Judge/judge_bad");
            judge_good     = Content.Load <Texture2D>("Judge/judge_good");
            judge_great    = Content.Load <Texture2D>("Judge/judge_great");
            judge_failure  = Content.Load <Texture2D>("Judge/judge_failure");
            judge_unflexed = Content.Load <Texture2D>("Judge/judge_unflexed");
            redX_off       = Content.Load <Texture2D>("Judge/redX_off");
            redX_on        = Content.Load <Texture2D>("Judge/redX_on");

            //BACKGROUND
            background = Content.Load <Texture2D>("bg");
            ring       = Content.Load <Texture2D>("ring");
            podium     = Content.Load <Texture2D>("podium");

            sweat1 = Content.Load <Texture2D>("Sweat/sweat1");
            sweat2 = Content.Load <Texture2D>("Sweat/sweat2");
            sweat3 = Content.Load <Texture2D>("Sweat/sweat3");


            //SCREENS
            startscreen = Content.Load <Texture2D>("startscreen");
            gameover    = Content.Load <Texture2D>("gameover");
            pressspace  = Content.Load <Texture2D>("pressspace");

            //SOUND FX
            sound_failure  = Content.Load <SoundEffect>("SoundFX/failure");
            theme          = Content.Load <SoundEffect>("SoundFX/theme");
            theme_instance = theme.CreateInstance();
            grunting       = Content.Load <SoundEffect>("SoundFX/grunt");
            cheering       = Content.Load <SoundEffect>("SoundFX/cheering");

            //LIGHTS
            light_1   = Content.Load <Texture2D>("Lights/light1");
            light_1_1 = Content.Load <Texture2D>("Lights/light1.1");
            light_1_2 = Content.Load <Texture2D>("Lights/light1.2");
            light_1_3 = Content.Load <Texture2D>("Lights/light1.3");
            light_2   = Content.Load <Texture2D>("Lights/light2");
            light_2_1 = Content.Load <Texture2D>("Lights/light2.1");
            light_2_2 = Content.Load <Texture2D>("Lights/light2.2");
            light_2_3 = Content.Load <Texture2D>("Lights/light2.3");
            light_3   = Content.Load <Texture2D>("Lights/light3");
            light_3_1 = Content.Load <Texture2D>("Lights/light3.1");
            light_3_2 = Content.Load <Texture2D>("Lights/light3.2");
            light_3_3 = Content.Load <Texture2D>("Lights/light3.3");
            light_4   = Content.Load <Texture2D>("Lights/light4");
            light_4_1 = Content.Load <Texture2D>("Lights/light4.1");
            light_4_2 = Content.Load <Texture2D>("Lights/light4.2");
            light_4_3 = Content.Load <Texture2D>("Lights/light4.3");

            sparkle1 = Content.Load <Texture2D>("Sweat/sparkle1");
            sparkle2 = Content.Load <Texture2D>("Sweat/sparkle2");
            sparkle3 = Content.Load <Texture2D>("Sweat/sparkle3");

            //create the card queue
            card_q.Enqueue(new Pose_Card(0, 0, 0, 0, card1));                                   //Hulkamania
            card_q.Enqueue(new Pose_Card(6.438583f, -0.02f, 6.368582f, -1.349f, card2));        //Beast Mode
            card_q.Enqueue(new Pose_Card(5.120202f, -3.40f, 7.00f, 2.03f, card3));              //Super Justice
            card_q.Enqueue(new Pose_Card(4.592286f, -5.230025f, 3.089114f, 0.029999f, card4));  //The Champ
            card_q.Enqueue(new Pose_Card(5.079138f, -7.570078f, 1.119116f, -0.070000f, card5)); //Ultra Falcon

            current_card = card_q.Dequeue();
            card_q.Enqueue(current_card);
        }