Пример #1
0
        public void LoadTutorialLevel(int index)
        {
            string path = "Tutorial";

            totems[0] = new Totem();
            totems[0].BuildFromFile(path + "/Tutorial_1");
            totems[1] = new Totem();
            totems[1].BuildFromFile(path + "/Tutorial_2");
            totems[2] = new Totem();
            totems[2].BuildFromFile(path + "/Tutorial_3");

            totems[0].HidePowerUp();
            totems[1].HidePowerUp();
            totems[2].HidePowerUp();

            int maxIndex = 3;

            if (index == 0)
            {
                maxIndex = 2;
            }
            for (int i = 0; i < maxIndex; ++i)
            {
                SoundEffectInstance musicL1 = SoundEffectLibrary.Get("music_T" + index + "P" + (i + 1) + "L1").CreateInstance();
                SoundEffectInstance musicL2 = SoundEffectLibrary.Get("music_T" + index + "P" + (i + 1) + "L2").CreateInstance();
                SoundEffectInstance musicL3 = SoundEffectLibrary.Get("music_T" + index + "P" + (i + 1) + "L3").CreateInstance();
                SoundEffectInstance musicL4 = SoundEffectLibrary.Get("music_T" + index + "P" + (i + 1) + "L4").CreateInstance();
                musics[i] = new DynamicMusic(musicL1, musicL2, musicL3, musicL4);
            }

            PlaceTotems();
        }
Пример #2
0
        public void LoadRandomLevel()
        {
            totems[0] = new Totem();
            totems[0].AddSections(new SectionData(typeof(NormalSection), 0, 0, 10));
            totems[0].AddSections(new SectionData(typeof(MetalSection), 8, 8, 4));
            totems[0].AddSections(new SectionData(typeof(SpikeSection), 4, 4, 2));
            totems[0].BuildRandom();

            totems[1] = new Totem();
            totems[1].AddSections(new SectionData(typeof(NormalSection), 0, 0, 10));
            totems[1].AddSections(new SectionData(typeof(MetalSection), 8, 8, 4));
            totems[1].AddSections(new SectionData(typeof(SpikeSection), 4, 4, 2));
            totems[1].BuildRandom();

            totems[2] = new Totem();
            totems[2].AddSections(new SectionData(typeof(NormalSection), 0, 0, 10));
            totems[2].AddSections(new SectionData(typeof(MetalSection), 8, 8, 4));
            totems[2].AddSections(new SectionData(typeof(SpikeSection), 4, 4, 2));
            totems[2].BuildRandom();

            for (int i = 0; i < 3; ++i)
            {
                SoundEffectInstance musicL1 = SoundEffectLibrary.Get("music_T1P" + (i + 1) + "L1").CreateInstance();
                SoundEffectInstance musicL2 = SoundEffectLibrary.Get("music_T1P" + (i + 1) + "L2").CreateInstance();
                SoundEffectInstance musicL3 = SoundEffectLibrary.Get("music_T1P" + (i + 1) + "L3").CreateInstance();
                SoundEffectInstance musicL4 = SoundEffectLibrary.Get("music_T1P" + (i + 1) + "L4").CreateInstance();
                musics[i] = new DynamicMusic(musicL1, musicL2, musicL3, musicL4);
            }

            PlaceTotems();
        }
Пример #3
0
        public MenuScreen()
        {
            isActive          = false;
            isHidden          = true;
            canLauchChallenge = false;

            menuSound = SoundEffectLibrary.Get("cursor").CreateInstance();

            m_sprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("menu_start_bg"), m_transform);
            m_sprite.Transform.Position = outPos;
            arrow = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("arrow"), new Transform(m_transform, true));

            moveTo = new MoveToStaticAction(Program.TheGame, m_transform, inPos, 1);
            moveTo.StartPosition  = new Vector2(80, 200);
            moveTo.Interpolator   = new PSmoothstepInterpolation();
            moveTo.Timer.Interval = 0.5f;

            moveOut = new MoveToStaticAction(Program.TheGame, m_transform, outPos, 1);
            moveOut.StartPosition  = inPos;
            moveOut.Interpolator   = new PSmoothstepInterpolation();
            moveOut.Timer.Interval = 0.5f;

            choice          = MenuState.START;
            challengeChoice = ChallengeState.CHALL_1;
        }
Пример #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            TextureLibrary.LoadContent(Content, "Textures");
            TextureLibrary.Initialise(GraphicsDevice);
            Explosion.InitialiseIndexes();

            debugText = Content.Load <SpriteFont>("Text/Debug");
            menuText  = Content.Load <SpriteFont>("Text/Menu");

            SoundEffectLibrary.LoadContent(Content, "SoundEffects");

            m_drawer               = new GameboyDrawer(this);
            GameCamera             = new Camera2D(new Vector2(GameboyWidth * 0.5f, GameboyHeight * 0.5f));
            GameCamera.ScaleToZoom = true;

            // Totem
            //

            //LoadLevel(1);
            //totems[0] = new Totem();
            ////testTotem.BuildFromFile("Level1_p1");
            //totems[0].AddSections(new SectionData(typeof(NormalSection), 0, 0, 30));
            //totems[0].AddSections(new SectionData(typeof(MetalSection), 10, 10, 7));
            //totems[0].AddSections(new SectionData(typeof(SpikeSection), 4, 4, 7));
            //totems[0].BuildRandom();
            //totems[0].Transform.PosX = 100;


            // Player initialisation
            //
            player = new Player();

            // Pause screen & GUI initialisation
            //
            menuScreen        = new MenuScreen();
            pauseScreen       = new PauseScreen();
            startingCountdown = new Countdown();
            scoreBorder       = new ScoreBorder();
            mapBorder         = new MapBorder();
            comboCounter      = new ComboCounter(player);
            scoreDisplay      = new ScoreDisplay();

            // Background textures
            //
            m_falaise                = new Sprite(this, TextureLibrary.GetSpriteSheet("decors_sol_falaise"), new Transform());
            m_falaise.Origin         = new Vector2(0, 0.32f);
            m_falaise.Transform.PosX = -235;
            m_falaise.Transform.PosY = 8;

            // Sound & musics
            //
            normalTotemCollisionSound_Channel1        = SoundEffectLibrary.Get("normal_collision_sound").CreateInstance();
            normalTotemCollisionSound_Channel1.Volume = 0.6f;
            normalTotemCollisionSound_Channel2        = SoundEffectLibrary.Get("normal_collision_sound").CreateInstance();
            normalTotemCollisionSound_Channel2.Volume = 0.6f;
            metalTotemCollisionSound_Channel1         = SoundEffectLibrary.Get("metal_collision_sound").CreateInstance();
            metalTotemCollisionSound_Channel2         = SoundEffectLibrary.Get("metal_collision_sound").CreateInstance();

            swordSlashSound             = SoundEffectLibrary.Get("sword_slash").CreateInstance();
            moveLeftToRightSound        = SoundEffectLibrary.Get("move_left_to_right").CreateInstance();
            moveLeftToRightSound.Volume = 0.6f;
            moveRightToLeftSound        = SoundEffectLibrary.Get("move_right_to_left").CreateInstance();
            moveRightToLeftSound.Volume = 0.6f;
            spikeHitSound      = SoundEffectLibrary.Get("spike_hit").CreateInstance();
            groundImpact       = SoundEffectLibrary.Get("ground_slam").CreateInstance();
            footsteps          = SoundEffectLibrary.Get("footsteps").CreateInstance();
            footsteps.IsLooped = true;
            menuMusic          = SoundEffectLibrary.Get("music_menu").CreateInstance();
            successJingle      = SoundEffectLibrary.Get("success_jingle").CreateInstance();

            feedback_powerUp            = SoundEffectLibrary.Get("feedback_powerup").CreateInstance();
            feedback_combo3             = SoundEffectLibrary.Get("feedback_combo3").CreateInstance();
            feedback_combo3.Volume      = 0.2f;
            feedback_combo6             = SoundEffectLibrary.Get("feedback_combo6").CreateInstance();
            feedback_combo6.Volume      = 0.3f;
            feedback_combo9             = SoundEffectLibrary.Get("feedback_combo9").CreateInstance();
            feedback_combo9.Volume      = 0.4f;
            feedback_comboBreaker       = SoundEffectLibrary.Get("feedback_comboBreaker").CreateInstance();
            feedbackLock                = true;
            isComboBreakerSoundPossible = false;

            musicT4P1L1 = SoundEffectLibrary.Get("music_T4P1L1").CreateInstance();
            musicT4P1L2 = SoundEffectLibrary.Get("music_T4P1L2").CreateInstance();
            musicT4P1L3 = SoundEffectLibrary.Get("music_T4P1L3").CreateInstance();
            musicT4P1L4 = SoundEffectLibrary.Get("music_T4P1L4").CreateInstance();

            musicT4P2L1 = SoundEffectLibrary.Get("music_T4P2L1").CreateInstance();
            musicT4P2L2 = SoundEffectLibrary.Get("music_T4P2L2").CreateInstance();
            musicT4P2L3 = SoundEffectLibrary.Get("music_T4P2L3").CreateInstance();
            musicT4P2L4 = SoundEffectLibrary.Get("music_T4P2L4").CreateInstance();

            musicT4P3L1 = SoundEffectLibrary.Get("music_T4P3L1").CreateInstance();
            musicT4P3L2 = SoundEffectLibrary.Get("music_T4P3L2").CreateInstance();
            musicT4P3L3 = SoundEffectLibrary.Get("music_T4P3L3").CreateInstance();
            musicT4P3L4 = SoundEffectLibrary.Get("music_T4P3L4").CreateInstance();

            //dynamicMusic = new DynamicMusic(musicT1P1L1, musicT1P1L2, musicT1P1L3, musicT1P1L4);
            //dynamicMusic = new DynamicMusic(musicT1P2L1, musicT1P2L2, musicT1P2L3, musicT1P2L4);
            //dynamicMusic = new DynamicMusic(musicT4P2L1, musicT4P2L2, musicT4P2L3, musicT4P2L4);
            //dynamicMusic = new DynamicMusic(musicT4P3L1, musicT4P3L2, musicT4P3L3, musicT4P3L4);
            //Foule et joueur porté
            Cutscenes.Initalise();
            Cutscenes.Intro();
            SetupNextLevel();
        }
Пример #5
0
        public CutscenePlayer()
            : base()
        {
            m_ascendSound = SoundEffectLibrary.Get("ascend").CreateInstance();
            m_cloud       = new Prop("cloud");
            m_sword       = new Prop("sword");

            m_shlingSprite = new Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("shling"), new Transform(m_transform, true));

            m_sprite                 = new PastaGameLibrary.Sprite(Program.TheGame, TextureLibrary.GetSpriteSheet("player_cutscene", 1, 4), new Transform(m_transform, true));
            m_sprite.Origin          = new Vector2(0.5f, 0.5f);
            m_sprite.PixelCorrection = false;

            m_moveToCrowd = new MoveToTransform(Program.TheGame, m_transform, null, null, 1);
            m_moveToCrowd.Timer.Interval = 0.1f;
            MoveToStaticAction carryMovement = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(0, CarryHeight - 5), 1);

            carryMovement.Interpolator   = new PBounceInterpolation(1.0f);
            carryMovement.StartPosition  = new Vector2(0, CarryHeight);
            carryMovement.Timer.Interval = 0.2f;
            MethodAction action = new MethodAction(delegate() { carryMovement.StartPosition = new Vector2(0, CarryHeight); });

            Sequence bounceAnimation = new Sequence(-1);

            bounceAnimation.AddAction(carryMovement);
            bounceAnimation.AddAction(action);

            m_carryAnimation = new Sequence(1);
            m_carryAnimation.AddAction(m_moveToCrowd);
            m_carryAnimation.AddAction(bounceAnimation);


            //Sword movement
            Transform start = new Transform(m_transform, true);
            Transform end   = new Transform(m_transform, true);

            m_swordMovement = new MoveToTransform(Program.TheGame, m_sword.Transform, start, end, 1);
            end.PosX        = SwordOffsetToPlayerX;
            end.PosY        = SwordOffsetToPlayerY;
            m_swordDelay    = new DelayAction(Program.TheGame, AscendDuration * SwordStartTimeRatio);

            //Cloud movement
            m_cloudMovement = new MoveToStaticAction(Program.TheGame, m_cloud.Transform, new Vector2(CloudOffsetToPlayerX, CloudOffsetToPlayerY), 1);
            m_cloudMovement.StartPosition = new Vector2(CloudStartX, 0);
            m_cloudMovement.Interpolator  = new PSquareInterpolation(0.25f);

            //Delay of the ascend, then sword/cloud movement
            Sequence swordAndCloudMovement = new Sequence(1);

            swordAndCloudMovement.AddAction(m_swordDelay);
            swordAndCloudMovement.AddAction(new Concurrent(new PastaGameLibrary.Action[] { m_swordMovement, m_cloudMovement }));

            m_ascendMovement = new MoveToTransform(Program.TheGame, m_transform, new Transform(), new Transform(), 1);
            m_ascendMovement.Interpolator = new PSquareInterpolation(0.5f);

            MethodAction showPlayer = new MethodAction(delegate()
            {
                m_sprite.Transform.PosY -= 1;
                Game1.player.ShowPlayer();
                isVisible         = false;
                m_cloud.IsVisible = false;
                m_sword.IsVisible = false;
            });

            //Shling!
            ScaleToAction shlingScale = new ScaleToAction(Program.TheGame, m_shlingSprite.Transform, new Vector2(ShlingScale, ShlingScale), 1);

            shlingScale.Timer.Interval = ShlingTime;
            shlingScale.StartScale     = Vector2.Zero;
            shlingScale.Interpolator   = new PSquareInterpolation(2);

            RotateToStaticAction shlingRotate = new RotateToStaticAction(Program.TheGame, m_shlingSprite.Transform, ShlingSpin, 1);

            shlingRotate.Timer.Interval = ShlingTime;
            m_shling = new Concurrent(new PastaGameLibrary.Action[] { shlingScale, shlingRotate });

            Sequence readyAnim = new Sequence(1);

            readyAnim.AddAction(new DelayAction(Program.TheGame, 0.5f));
            readyAnim.AddAction(new MethodAction(delegate() {
                Cutscenes.GetReady();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));

            Concurrent shlingReady = new Concurrent(new PastaGameLibrary.Action[] {
                m_shling,
                readyAnim,
            });

            m_ascend = new Sequence(1);
            m_ascend.AddAction(new DelayAction(Program.TheGame, Crowd.LaunchTensionTime));
            m_ascend.AddAction(new MethodAction(delegate() { m_ascendSound.Play(); }));
            Concurrent ascendAndSword = new Concurrent(new PastaGameLibrary.Action[] { m_ascendMovement, swordAndCloudMovement });

            m_ascend.AddAction(ascendAndSword);
            m_ascend.AddAction(showPlayer);
            m_ascend.AddAction(shlingReady);

            m_physics      = new PhysicsComponent(Program.TheGame, m_transform);
            m_physics.Mass = 3.0f;

            m_jumpFromTotem           = new Sequence(1);
            m_decelerate              = new MoveToStaticAction(Program.TheGame, m_transform, Vector2.Zero, 1);
            m_decelerate.Interpolator = new PSquareInterpolation(0.5f);
            m_jumpFromTotem.AddAction(m_decelerate);
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.2f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                m_physics.OnBounce = null;
                m_physics.Throw(1.0f, -2.0f, 0);
                Game1.CurrentMusic.StopDynamicMusic();
                SoundEffectLibrary.Get("sword_slash").Play();
            }));
            m_jumpFromTotem.AddAction(new DelayAction(Program.TheGame, 0.75f));
            m_jumpFromTotem.AddAction(new MethodAction(delegate()
            {
                Game1.SetupNextRound();
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
            }));
            m_actionManager = new SingleActionManager();

            m_hitSpikes = new Sequence(1);

            m_moveToCrashingPlayer = new MoveToTransform(Program.TheGame, Game1.GameCamera.Transform, new Transform(), new Transform(), 1);
            m_moveToCrashingPlayer.Timer.Interval = 0.2f;

            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_hitSpikes.AddAction(m_moveToCrashingPlayer);
            m_hitSpikes.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_hitSpikes.AddAction(new MethodAction(delegate() {
                if (Game1.CurrentTotem == null)
                {
                    Cutscenes.GoToCliff();
                }
                else
                {
                    Cutscenes.GoToTotem(Game1.CurrentTotem, 1.0f, 0);
                }
                m_sprite.SetFrame(0);
                m_physics.OnBounce = null;
                m_physics.Throw(0, -3, 0);
                m_transform.PosY = m_physics.GroundLevel;
            }));

            m_auraParticles = new ParticleSystem(Program.TheGame, 100);
            m_soulParticles = new ParticleSystem(Program.TheGame, 500);

            m_levitate       = new Sequence(1);
            m_moveToCliffTip = new MoveToStaticAction(Program.TheGame, m_transform, new Vector2(Cutscenes.InitialCharacterPosition + 10, -8), 1);
            m_moveToCliffTip.Interpolator   = new PSmoothstepInterpolation();
            m_moveToCliffTip.Timer.Interval = 1.0f;
            m_levitate.AddAction(m_moveToCliffTip);
            m_levitate.AddAction(new MethodAction(delegate() { m_generateSouls = true; }));

            m_particleGenerator                    = new ParticleGenerator <GlitterParticle>(Program.TheGame, m_auraParticles);
            m_particleGenerator.Automatic          = true;
            m_particleGenerator.GenerationInterval = 0.01f;
            m_soulParticleGenerator                = new ParticleGenerator <SoulParticle>(Program.TheGame, m_soulParticles);

            m_jumpInMouth = new Sequence(1);
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { m_generateSouls = false; }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.5f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { JumpInMonsterMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 0.25f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.monster.CloseMouth(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 2.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.crowd.PushNewGuy(); }));
            m_jumpInMouth.AddAction(new DelayAction(Program.TheGame, 1.0f));
            m_jumpInMouth.AddAction(new MethodAction(delegate() { Cutscenes.StartMainMenu(); }));
        }