public override void Update() { if (gameModel.Input.keyDown(Key.Return)) { SoundsManager backgroundMusic = new SoundsManager(); backgroundMusic.AddSound(TGCVector3.Empty, 50f, 0, "Init\\song.wav", "song", false); this.gameModel.SetState(new CharacterSelect(gameModel, backgroundMusic.GetSound("song"))); } Scene.GetInstance().camera.rotateY(0.0005f); }
public static Sound CreateSound(GameStructure i_Game, eSoundName i_eSoundType) { SoundsManager m_soundManager = i_Game.Services.GetService(typeof(SoundsManager)) as SoundsManager; Sound sound = null; switch (i_eSoundType) { case eSoundName.BackgroundMusic: sound = new Sound(i_Game, k_BackgroundMusicAsset, true, eSoundType.BackgroundMusic); break; case eSoundName.BarrierHit: sound = new Sound(i_Game, k_BarrierHitAsset, false, eSoundType.SoundsEffects); break; case eSoundName.EnemyGunShot: sound = new Sound(i_Game, k_EnemyGunShotAsset, false, eSoundType.SoundsEffects); break; case eSoundName.EnemyKill: sound = new Sound(i_Game, k_EnemyKillAsset, false, eSoundType.SoundsEffects); break; case eSoundName.GameOver: sound = new Sound(i_Game, k_GameOverAsset, false, eSoundType.SoundsEffects); break; case eSoundName.LevelWin: sound = new Sound(i_Game, k_LevelWinAsset, false, eSoundType.SoundsEffects); break; case eSoundName.LifeDie: sound = new Sound(i_Game, k_LifeDieAsset, false, eSoundType.SoundsEffects); break; case eSoundName.MenuMove: sound = new Sound(i_Game, k_MenuMoveAsset, false, eSoundType.SoundsEffects); break; case eSoundName.MotherShipKill: sound = new Sound(i_Game, k_MotherShipKillAsset, false, eSoundType.SoundsEffects); break; case eSoundName.SSGunShot: sound = new Sound(i_Game, k_SSGunShotAsset, false, eSoundType.SoundsEffects); break; } m_soundManager.SetSoundByInstanceType(sound); m_soundManager.AddSound(sound); return(sound); }
public static Sound CreateSound(Game i_Game, eSoundType i_eSoundType) { SoundsManager m_soundManager = SpaceInvadersServices.GetSoundManager(i_Game); Sound sound = null; switch (i_eSoundType) { case eSoundType.BackgroundMusic: sound = new BackgroundSound(i_Game, k_BackgroundMusicAsset); break; case eSoundType.BarrierHit: sound = new SoundEffect(i_Game, k_BarrierHitAsset); break; case eSoundType.EnemyGunShot: sound = new SoundEffect(i_Game, k_EnemyGunShotAsset); break; case eSoundType.EnemyKill: sound = new SoundEffect(i_Game, k_EnemyKillAsset); break; case eSoundType.GameOver: sound = new SoundEffect(i_Game, k_GameOverAsset); break; case eSoundType.LevelWin: sound = new SoundEffect(i_Game, k_LevelWinAsset); break; case eSoundType.LifeDie: sound = new SoundEffect(i_Game, k_LifeDieAsset); break; case eSoundType.MenuMove: sound = new SoundEffect(i_Game, k_MenuMoveAsset); break; case eSoundType.MotherShipKill: sound = new SoundEffect(i_Game, k_MotherShipKillAsset); break; case eSoundType.SSGunShot: sound = new SoundEffect(i_Game, k_SSGunShotAsset); break; } m_soundManager.SetSoundByInstanceType(sound); m_soundManager.AddSound(sound); return(sound); }
public Life(TGCMatrix matrix) { TgcSceneLoader loader = new TgcSceneLoader(); TgcScene scene = loader.loadSceneFromFile(GlobalConcepts.GetInstance().GetMediaDir() + "MeshCreator\\Meshes\\Otros\\Vida\\Vida-TgcScene.xml"); mesh = scene.Meshes[0]; mesh.AutoTransform = false; Transform(); timer = new Timer(); mesh.Effect = TgcShaders.loadEffect(GlobalConcepts.GetInstance().GetShadersDir() + "Vida.fx"); mesh.Technique = "Normal"; sound = new SoundsManager(); sound.AddSound(GetPosition(), 50, 0, "Duke\\DameIAmGood.wav", "Vida", false); mesh.AutoTransform = false; transformation = matrix; }