public HUD(GraphicsContext gc) { graphics = gc; UISystem.Initialize(graphics); Scene scene = new Scene(); position = new Label(); position.X = 10; position.Y = 10; position.Width = 600; position.Text = "Test Output"; scene.RootWidget.AddChildLast(position); FPS = new Label(); FPS.X = graphics.Screen.Rectangle.Width - 310; FPS.Y = 10; FPS.Width = 300; FPS.HorizontalAlignment = HorizontalAlignment.Right; FPS.Text = "FPS = ???"; scene.RootWidget.AddChildLast(FPS); enemies = new Label(); enemies.X = 10; enemies.Y = 500; enemies.Width = 300; enemies.Text = "Enemy Count = 0"; scene.RootWidget.AddChildLast(enemies); UISystem.SetScene(scene, null); frameCounter = 0; elapseTime = 0; }
private void Awake() { instance = this; UISystem uiSystem = FindObjectOfType <UISystem>(); uiSystem.Initialize(); SetState(State.NoTarget); }
//Text based announcements that display on the screen public MenuDisplay(GraphicsContext gc) { graphics = gc; UISystem.Initialize(graphics); Scene scene = new Scene(); announcement = new Label(); announcement.X = 0; announcement.Y = graphics.Screen.Rectangle.Height / 2 - announcement.TextHeight / 2; announcement.Width = graphics.Screen.Rectangle.Width; announcement.HorizontalAlignment = HorizontalAlignment.Center; announcement.Text = ""; scene.RootWidget.AddChildLast(announcement); announcement2 = new Label(); announcement2.X = 0; announcement2.Y = graphics.Screen.Rectangle.Height / 2 - announcement2.TextHeight / 2 + announcement.Height; announcement2.Width = graphics.Screen.Rectangle.Width; announcement2.HorizontalAlignment = HorizontalAlignment.Center; announcement2.Text = ""; scene.RootWidget.AddChildLast(announcement2); announcement3 = new Label(); announcement3.X = 0; announcement3.Y = graphics.Screen.Rectangle.Height / 2 - announcement3.TextHeight / 2 + (announcement2.Height * 2); announcement3.Width = graphics.Screen.Rectangle.Width; announcement3.HorizontalAlignment = HorizontalAlignment.Center; announcement3.Text = ""; scene.RootWidget.AddChildLast(announcement3); announcement4 = new Label(); announcement4.X = 0; announcement4.Y = graphics.Screen.Rectangle.Height / 2 - announcement4.TextHeight / 2 + (announcement3.Height * 3); announcement4.Width = graphics.Screen.Rectangle.Width; announcement4.HorizontalAlignment = HorizontalAlignment.Center; announcement4.Text = ""; scene.RootWidget.AddChildLast(announcement4); announcement5 = new Label(); announcement5.X = 0; announcement5.Y = graphics.Screen.Rectangle.Height / 2 - announcement3.TextHeight / 2 + (announcement4.Height * 4); announcement5.Width = graphics.Screen.Rectangle.Width; announcement5.HorizontalAlignment = HorizontalAlignment.Center; announcement5.Text = ""; scene.RootWidget.AddChildLast(announcement5); announcement6 = new Label(); announcement6.X = 0; announcement6.Y = graphics.Screen.Rectangle.Height / 2 - announcement6.TextHeight / 2 + (announcement5.Height * 5); announcement6.Width = graphics.Screen.Rectangle.Width; announcement6.HorizontalAlignment = HorizontalAlignment.Center; announcement6.Text = ""; scene.RootWidget.AddChildLast(announcement6); UISystem.SetScene(scene, null); }
public static void Initialize() { //Set up director and UISystem. Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); //Set game scene gameScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); gameScene.Camera.SetViewFromViewport(); gameScene.Name = "gameScene"; startScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); startScene.Camera.SetViewFromViewport(); startScene.Name = "startScene"; endScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); endScene.Camera.SetViewFromViewport(); endScene.Name = "endScene"; //Set the ui scene. uiScene = new Sce.PlayStation.HighLevel.UI.Scene(); Panel panel = new Panel(); panel.Width = Director.Instance.GL.Context.GetViewport().Width; panel.Height = Director.Instance.GL.Context.GetViewport().Height; scoreLabel = new Sce.PlayStation.HighLevel.UI.Label(); scoreLabel.HorizontalAlignment = HorizontalAlignment.Center; scoreLabel.VerticalAlignment = VerticalAlignment.Top; scoreLabel.SetPosition( Director.Instance.GL.Context.GetViewport().Width / 2 - scoreLabel.Width / 2, Director.Instance.GL.Context.GetViewport().Height *0.1f - scoreLabel.Height / 2); scoreLabel.Text = "0"; panel.AddChildLast(scoreLabel); uiScene.RootWidget.AddChildLast(panel); UISystem.SetScene(uiScene); //Create the background. background = new Background(gameScene, gameScene.Name); titleBackground = new Background(startScene, startScene.Name); endBackground = new Background(endScene, endScene.Name); //Create the flappy douche bird = new Bird(gameScene); //Create some obstacles. obstacles = new Obstacle[2]; obstacles[0] = new Obstacle(Director.Instance.GL.Context.GetViewport().Width *0.5f, gameScene); obstacles[1] = new Obstacle(Director.Instance.GL.Context.GetViewport().Width, gameScene); score = 0; keyPressed = false; //Run the scene. Director.Instance.RunWithScene(startScene, true); }
public static void Initialize() { // Set up the graphics system graphics = new GraphicsContext(); UISystem.Initialize(graphics); // Create scene scene = new UIJswScene(); UISystem.SetScene(scene); //UDP udp = new UdpClient(); udpTimer.Elapsed += OnUdpTimerEvent; udpTimer.Enabled = true; }
public OS(bool hasPASS) { /* Graphics Disable due to Xperia Z errors*/ //intro Loading = new intro(); graphics = new GraphicsContext(960, 544, PixelFormat.Rgba, PixelFormat.Depth16, MultiSampleMode.None); UISystem.Initialize(graphics); Terminal scene = new Terminal(); SetupListNum(scene.RootWidget); scene.SetWidgetLayout(LayoutOrientation.Horizontal); UISystem.SetScene(scene); if (!hasPASS) { scene.fresh(); } for (; ;) { SystemEvents.CheckEvents(); // update { List <TouchData> touchDataList = Touch.GetData(0); var gamePad = GamePad.GetData(0); UISystem.Update(touchDataList, ref gamePad); } // draw { graphics.SetViewport(0, 0, graphics.Screen.Width, graphics.Screen.Height); graphics.SetClearColor( 0xFF, 0xFF, 0xFF, 0xff); graphics.Clear(); UISystem.Render(); graphics.SwapBuffers(); if (scene.isHacking) { scene.fakePACKETS(); } if (scene.isFlow) { scene.addCash(); } } } }
public static void Initialize() { // Set up the graphics system graphics = new GraphicsContext(); Logic.Init(); // TODO: Create scenes and call UISystem.SetScene // Create scene UISystem.Initialize(graphics); MainWnd = new PSVReaderUI.MainFrame(); // Set scene UISystem.SetScene(MainWnd, null); }
public HUD(GraphicsContext g) { graphics = g; UISystem.Initialize(graphics); Scene scene = new Scene(); lblPlayScore = new Label(); lblPlayScore.X = 0; lblPlayScore.Y = 10; lblPlayScore.Width = 960; lblPlayScore.HorizontalAlignment = HorizontalAlignment.Center; scene.RootWidget.AddChildLast(lblPlayScore); UISystem.SetScene(scene, null); }
public static void Initialize() { // Initial player score playerScore = 0; //Set up director Director.Initialize(); // Initialize UI system UISystem.Initialize(Director.Instance.GL.Context); // Retrieve screen width and height screenWidth = UISystem.FramebufferWidth; screenHeight = UISystem.FramebufferHeight; // Set initial scene UISystem.SetScene(new MenuUI()); // Run the scene Director.Instance.RunWithScene(new Sce.PlayStation.HighLevel.GameEngine2D.Scene(), true); }
public TopScoreHUD(GraphicsContext g, Score[] sl, int sc) { graphics = g; UISystem.Initialize(graphics); scorelist = sl; newHighScoreTxt = ""; characterList = "_ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890!"; init1 = ""; init2 = ""; init3 = ""; playersInitials = scorelist[4].PlayerInitials; playersScore = scorelist[4].PlayerScore; score = sc; indexPlace = 0; indexChar1 = 0; indexChar2 = 0; indexChar3 = 0; doNewHighScore = false; //New High Score Check if (score > scorelist[4].PlayerScore) { doNewHighScore = true; init1 = "_"; init2 = "_"; init3 = "_"; } //Create Text Scene scene = new Scene(); lblTopScore = new Label(); lblTopScore.X = 0; lblTopScore.Y = 10; lblTopScore.Width = graphics.Screen.Rectangle.Width; lblTopScore.Height = graphics.Screen.Rectangle.Height; lblTopScore.Text = ""; lblTopScore.HorizontalAlignment = HorizontalAlignment.Center; lblTopScore.VerticalAlignment = VerticalAlignment.Top; scene.RootWidget.AddChildLast(lblTopScore); UISystem.SetScene(scene, null); }
public static void Initialize() { // Set up the graphics system graphics = new GraphicsContext(); // Initialize UI Toolkit UISystem.Initialize(graphics); // Create scene Scene myScene = new Scene(); Label label = new Label(); label.X = 10.0f; label.Y = 50.0f; label.Text = "Hello World!"; myScene.RootWidget.AddChildLast(label); // Set scene UISystem.SetScene(myScene, null); }
public static void Initialize() { //Set up director Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); Sce.PlayStation.HighLevel.UI.Scene blankUI = new Sce.PlayStation.HighLevel.UI.Scene(); UISystem.SetScene(blankUI); //Create Game Scenes menuScene = new MenuScene(); gameScene = new GameScene(); menuScene.GetScene().Camera.SetViewFromViewport(); gameScene.Camera.SetViewFromViewport(); //Run the scene. //currentScene = Scene.Game; Director.Instance.RunWithScene(gameScene, true); }
//private static SpriteUV background; //private static TextureInfo textureInfo; public static void Main(string[] args) { Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); stopwatch.Start(); float startSeconds = 0.0f; float endSeconds = 0.016f; float lastSeconds; while (true) { lastSeconds = endSeconds - startSeconds; startSeconds = (float)stopwatch.ElapsedMilliseconds / 1000.0f; SystemEvents.CheckEvents(); SceneManager.Instance.runScene(lastSeconds); endSeconds = (float)stopwatch.ElapsedMilliseconds / 1000.0f; } Director.Terminate(); }
public static void Initialize() { // Set up the graphics system graphics = new GraphicsContext(); Draw.init(graphics); dgl_connection = new dialog.DLG_CONNECTION(); UISystem.Initialize(graphics); sceneMain = new MainUI(); UISystem.SetScene(sceneMain, null); stopWatch = new Stopwatch(); texture1 = new Texture2D(940, 544, false, PixelFormat.Rgba); texture2 = new Texture2D(940, 544, false, PixelFormat.Rgba); // Set up Client client = new TCPConnection("192.168.1.110", 8080); SendPacket.Init(client); }
public static void Initialize() { //Set up director and UISystem. Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); //Set game scene gameScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); gameScene.Camera.SetViewFromViewport(); //Set the ui scene. uiScene = new Sce.PlayStation.HighLevel.UI.Scene(); Panel panel = new Panel(); panel.Width = Director.Instance.GL.Context.GetViewport().Width; panel.Height = Director.Instance.GL.Context.GetViewport().Height; uiScene.RootWidget.AddChildLast(panel); UISystem.SetScene(uiScene); //Run the scene. Director.Instance.RunWithScene(gameScene, true); }
public static void InitializeGraphics() { // Set up the graphics system graphics = new GraphicsContext(); // Initialize UI Toolkit UISystem.Initialize(graphics); // Create scene Scene myScene = new Scene(); label = new Label(); label.X = 10.0f; label.Y = 10.0f; label.Width = graphics.Screen.Width - 20.0f; label.Height = graphics.Screen.Height - 20.0f; label.TextTrimming = TextTrimming.None; myScene.RootWidget.AddChildLast(label); // Set scene UISystem.SetScene(myScene, null); gui_enabled = true; }
public static void Initialize() { //Set up director and UISystem. Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); //Set game scene gameScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); gameScene.Camera.SetViewFromViewport(); //Set the ui scene. uiScene = new Sce.PlayStation.HighLevel.UI.Scene(); Panel panel = new Panel(); panel.Width = Director.Instance.GL.Context.GetViewport().Width; panel.Height = Director.Instance.GL.Context.GetViewport().Height; uiScene.RootWidget.AddChildLast(panel); //Set the highscores scene. highscoresManager = new HighScoreManager(gameScene); highscoresScene = new Sce.PlayStation.HighLevel.UI.Scene(); Panel highscoresPanel = new Panel(); highscoresPanel.Width = Director.Instance.GL.Context.GetViewport().Width; highscoresPanel.Height = Director.Instance.GL.Context.GetViewport().Height; highscoresScene.RootWidget.AddChildLast(highscoresPanel); // Setup highscores label highscoresLabel = new Sce.PlayStation.HighLevel.UI.Label(); highscoresLabel.Height = 200.0f; highscoresLabel.Text = "Retrieving Data"; highscoresPanel.AddChildLast(highscoresLabel); highscoresScene.RootWidget.AddChildLast(highscoresPanel); // Setup ui scene labels scoreLabel = new Sce.PlayStation.HighLevel.UI.Label(); scoreLabel.SetPosition(10, 8); int roundedScore = (int)FMath.Floor(score / 100) * 100; scoreLabel.Text = "Score: " + roundedScore.ToString("N0"); panel.AddChildLast(scoreLabel); gameSpeedLabel = new Sce.PlayStation.HighLevel.UI.Label(); gameSpeedLabel.SetPosition(770, 8); float speed = FMath.Round(moveSpeed * 10) / 10; // round to 1dp gameSpeedLabel.Text = "Game Speed: " + moveSpeed.ToString("N1"); panel.AddChildLast(gameSpeedLabel); soundManager = new SoundManager(); //Create Sprite rTextureInfo = new TextureInfo("/Application/textures/reset.png"); rSprite = new SpriteUV(); rSprite = new SpriteUV(rTextureInfo); rSprite.Quad.S = rTextureInfo.TextureSizef; rSprite.Scale = new Vector2(1.0f, 1.0f); rSprite.Position = new Vector2(0.0f, 0.0f); rSprite.CenterSprite(); //Run the scene. Director.Instance.RunWithScene(gameScene, true); screenManager = new ScreenManager(gameScene); }
public static void Initialize() { graphics = new GraphicsContext(); // Initialize UI Toolkit UISystem.Initialize(graphics); screenWidth = UISystem.FramebufferWidth; screenHeight = UISystem.FramebufferHeight; // Create scene Scene scene = new Sce.PlayStation.HighLevel.UI.Scene(); #region Big Bang - Fun with Flags - Intro sound #endregion #region Scotland Flag and sounds ImageBox scotlandFlag = new ImageBox(); scotlandFlag.Image = new ImageAsset("/Application/flags/scotland.png"); scotlandFlag.ImageScaleType = ImageScaleType.AspectInside; scotlandFlag.Width = scotlandFlag.Image.Width / 2; scotlandFlag.Height = scotlandFlag.Image.Height / 2; scotlandFlag.X = screenWidth * 0.25f - (scotlandFlag.Width / 2); scotlandFlag.Y = screenHeight * 0.25f - (scotlandFlag.Height / 2); scotlandRect = new Rectangle(scotlandFlag.X, scotlandFlag.Y, scotlandFlag.Width, scotlandFlag.Height); /***********************sounds***************************/ #endregion scene.RootWidget.AddChildLast(scotlandFlag); #region England Flag ImageBox englandFlag = new ImageBox(); englandFlag.Image = new ImageAsset("/Application/flags/england.png"); englandFlag.ImageScaleType = ImageScaleType.AspectInside; englandFlag.Width = englandFlag.Image.Width / 2; englandFlag.Height = englandFlag.Image.Height / 2; englandFlag.X = screenWidth * 0.75f - (englandFlag.Width / 2); englandFlag.Y = screenHeight * 0.25f - (englandFlag.Height / 2); englandRect = new Rectangle(englandFlag.X, englandFlag.Y, englandFlag.Width, englandFlag.Height); #endregion scene.RootWidget.AddChildLast(englandFlag); #region Northern Ireland Flag ImageBox n_irelandFlag = new ImageBox(); n_irelandFlag.Image = new ImageAsset("/Application/flags/n_ireland.png"); n_irelandFlag.ImageScaleType = ImageScaleType.AspectInside; n_irelandFlag.Width = n_irelandFlag.Image.Width / 2; n_irelandFlag.Height = n_irelandFlag.Image.Height / 2; n_irelandFlag.X = screenWidth * 0.25f - (n_irelandFlag.Width / 2); n_irelandFlag.Y = screenHeight * 0.75f - (n_irelandFlag.Height / 2); n_irelandRect = new Rectangle(n_irelandFlag.X, n_irelandFlag.Y, n_irelandFlag.Width, n_irelandFlag.Height); #endregion scene.RootWidget.AddChildLast(n_irelandFlag); #region Wales Flag ImageBox walesFlag = new ImageBox(); walesFlag.Image = new ImageAsset("/Application/flags/wales.png"); walesFlag.ImageScaleType = ImageScaleType.AspectInside; walesFlag.Width = walesFlag.Image.Width / 2; walesFlag.Height = walesFlag.Image.Height / 2; walesFlag.X = screenWidth * 0.75f - (walesFlag.Width / 2); walesFlag.Y = screenHeight * 0.75f - (walesFlag.Height / 2); walesRect = new Rectangle(walesFlag.X, walesFlag.Y, walesFlag.Width, walesFlag.Height); #endregion scene.RootWidget.AddChildLast(walesFlag); // Set scene UISystem.SetScene(scene, null); #region Instantiate and Setup audio Bgm funWithFlags = new Bgm("/Application/sounds/funWithFlags.mp3"); mp3Player = funWithFlags.CreatePlayer(); #endregion /*************Play starting mp3 - funWithFlag s***********/ mp3Player.Play(); }
public static void Main(string[] args) { Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); Director.Instance.RunWithScene(new TitleScene()); }
public static void SetUpUI(GraphicsContext graphics, Sce.Pss.HighLevel.UI.Scene scene) { UISystem.Initialize(graphics); UISystem.SetScene(scene); }
private static void Initialize() { graphics = new GraphicsContext(); //Initialize textures only once for their load bossTex = new Texture2D("Application/Assets/Boss.png", false); dumbTex = new Texture2D("Application/Assets/Fire_Ball.png", false); lockTex = new Texture2D("Application/Assets/Copter.png", false); sent1Tex = new Texture2D("Application/Assets/Sentry.png", false); sent3Tex = new Texture2D("Application/Assets/sentryexclaimation.png", false); projBTex = new Texture2D("Application/Assets/basicproj.png", false); projFTex = new Texture2D("Application/Assets/flameproj.png", false); projLTex = new Texture2D("Application/Assets/lazerproj.png", false); wpnBTex = new Texture2D("Application/Assets/Pistol.png", false); wpnFTex = new Texture2D("Application/Assets/Flamethrower2.png", false); wpnLTex = new Texture2D("Application/Assets/LaserBeam.png", false); rand = new Random(); //Screens startScr = new Sprite(graphics, new Texture2D("Application/Assets/startscreen.png", false)); directionsScr = new Sprite(graphics, new Texture2D("Application/Assets/directionsscreen.png", false)); endScr = new Sprite(graphics, new Texture2D("Application/Assets/byescreen.png", false)); highScr = new Sprite(graphics, new Texture2D("Application/Assets/highscores.png", false)); enterScr = new Sprite(graphics, new Texture2D("Application/Assets/enterscorescreen.png", false)); //Sounds Bgm bgm = new Bgm("/Application/Assets/intro.mp3"); bgmp = bgm.CreatePlayer(); bgmp.Loop = true; bgmp.Play(); //Major components player = new Player(graphics); wpn = new WeaponBasic(graphics); enemies = new List <Enemy>(); projectiles = new List <Projectile>(); testers = new List <Sprite>(); //*x for visually testing hitboxes //Create portal Texture2D t = new Texture2D("Application/Assets/portal.png", false); portal = new Sprite(graphics, t); portal.Position.X = (graphics.Screen.Rectangle.Width / 2) - (portal.Width / 2); portal.Position.Y = (graphics.Screen.Rectangle.Height / 2) - (portal.Height / 2); //Create portal projectile shield t = new Texture2D("Application/Assets/shine.png", false); shine = new Sprite(graphics, t); shine.Position.X = (graphics.Screen.Rectangle.Width / 2) - (shine.Width / 2); shine.Position.Y = (graphics.Screen.Rectangle.Height / 2) - (shine.Height / 2); //PausedScreen sprite setup pauseScr = new Sprite(graphics, new Texture2D("Application/Assets/pausedscreen.png", false)); pauseScr.SetColor(1f, 1f, 1f, .4f); //Add Item pickups flamethrower = new Sprite(graphics, wpnFTex); flamethrower.Position.X = (graphics.Screen.Rectangle.Width / 3) - (flamethrower.Width / 2); flamethrower.Position.Y = (graphics.Screen.Rectangle.Height / 3) - (flamethrower.Height / 2); flameBox = new Rectangle(flamethrower.Position.X, flamethrower.Position.Y, flamethrower.Width, flamethrower.Height); lazer = new Sprite(graphics, wpnLTex); lazer.Position.X = (graphics.Screen.Rectangle.Width * 2 / 3) + rand.Next(-100, 101) - (lazer.Width / 2); lazer.Position.Y = (graphics.Screen.Rectangle.Height * 2 / 3) + rand.Next(100, 101) - (lazer.Height / 2); lazerBox = new Rectangle(lazer.Position.X, lazer.Position.Y, lazer.Width, lazer.Height); //Start clock clock = new Stopwatch(); clock.Start(); //Initialize UI UISystem.Initialize(graphics); sceneGame = new Scene(); label1 = new Label(); label1.X = 20; label1.Y = 10; label1.Width = 1000; label1.Text = "Score: " + score; initialL1FontSize = label1.Font.Size; initialL1Height = label1.Height; label1.TextColor = new UIColor(1f, .25f, .25f, 1f); sceneGame.RootWidget.AddChildLast(label1); label2 = new Label(); label2.X = 20; label2.Y = graphics.Screen.Height - 40; label2.Width = 800; label2.Text = "Health: " + player.Health; initialL2FontSize = label2.Font.Size; initialL2Height = label2.Height; initialL2Y = label2.Y; label2.TextColor = new UIColor(1f, .25f, .25f, 1f); sceneGame.RootWidget.AddChildLast(label2); sceneScores = new Scene(); label3 = new Label(); label3.X = 333; label3.Y = 400; label3.Width = 600; label3.Height += 35; try { StreamReader sr = new StreamReader("/Documents/highscores.txt"); string tempS = sr.ReadLine(); if (tempS.Length > 0) { hiScore = Double.Parse(tempS.Substring(3)); label3.Text = tempS.Substring(0, 3) + ": " + hiScore; } else { label3.Text = "No High Score, Yet!"; } sr.Close(); } catch (FileNotFoundException) { label3.Text = "File Not Found!"; } label3.Font.Size += 30; label3.TextColor = new UIColor(0f, 0f, 0f, 1f); sceneScores.RootWidget.AddChildLast(label3); sceneHiScore = new Scene(); label4 = new Label(); label4.X = 550; label4.Y = 400; label4.Width = 500; label4.Height += 18; label4.Font.Size += 30; label4.Text = "A"; label4.TextColor = new UIColor(0f, 0f, 0f, 1f); sceneHiScore.RootWidget.AddChildLast(label4); UISystem.SetScene(sceneGame, null); //*x tester = new Sprite (graphics, projBTex); }
public static void Initialize() { //Set up director and UISystem. Director.Initialize(); UISystem.Initialize(Director.Instance.GL.Context); //Set game scene gameScene = new Sce.PlayStation.HighLevel.GameEngine2D.Scene(); gameScene.Camera.SetViewFromViewport(); //Set the ui scene. uiScene = new Sce.PlayStation.HighLevel.UI.Scene(); Panel panel = new Panel(); panel.Width = Director.Instance.GL.Context.GetViewport().Width; panel.Height = Director.Instance.GL.Context.GetViewport().Height; scoreLabel = new Sce.PlayStation.HighLevel.UI.Label(); scoreLabel.HorizontalAlignment = HorizontalAlignment.Left; scoreLabel.VerticalAlignment = VerticalAlignment.Top; scoreLabel.TextShadow = new TextShadowSettings(); scoreLabel.TextShadow.Color = new UIColor(0.0f, 0.0f, 0.0f, 1.0f); scoreLabel.TextShadow.HorizontalOffset = 2.0f; scoreLabel.TextShadow.VerticalOffset = 2.0f; scoreLabel.SetPosition( Director.Instance.GL.Context.GetViewport().Width / 2 - scoreLabel.Width / 2, Director.Instance.GL.Context.GetViewport().Width *0.1f - scoreLabel.Height / 2); scoreLabel.Text = "Score: " + score.ToString(); airLabel = new Sce.PlayStation.HighLevel.UI.Label(); airLabel.HorizontalAlignment = HorizontalAlignment.Right; airLabel.VerticalAlignment = VerticalAlignment.Top; airLabel.TextShadow = new TextShadowSettings(); airLabel.TextShadow.Color = new UIColor(0.0f, 0.0f, 0.0f, 1.0f); airLabel.TextShadow.HorizontalOffset = 2.0f; airLabel.TextShadow.VerticalOffset = 2.0f; airLabel.SetPosition( Director.Instance.GL.Context.GetViewport().Width / 2 - airLabel.Width / 2, Director.Instance.GL.Context.GetViewport().Width *0.1f - airLabel.Height / 2); airLabel.Text = "Air: " + air.ToString(); windowWidth = Director.Instance.GL.Context.GetViewport().Width; windowHeight = Director.Instance.GL.Context.GetViewport().Height; panel.AddChildLast(scoreLabel); panel.AddChildLast(airLabel); uiScene.RootWidget.AddChildLast(panel); UISystem.SetScene(uiScene); //Create the background. background = new Background(gameScene); //Create the flappy guy bird = new Bird(gameScene); //Create some chains. chain = new Chain[OBSTACLE_COUNT]; chain[0] = new Chain(windowWidth * 0.5f, gameScene); chain[1] = new Chain(windowWidth, gameScene); //Create seamines and attach to chain seamine = new Mine[OBSTACLE_COUNT]; seamine[0] = new Mine((X = chain[0].GetX + chain[0].GetMaxX) - 80, Y = chain[0].GetY + chain[0].GetMaxY, gameScene); seamine[1] = new Mine((X = chain[1].GetX + chain[1].GetMaxX) - 80, Y = chain[1].GetY + chain[1].GetMaxY, gameScene); //Create Bubbles bubble = new List <Bubble>(); bubble.Add(new Bubble(windowWidth / 4, -70.0f, 0.75f, gameScene)); bubble.Add(new Bubble(windowWidth / 2, -42.0f, 0.25f, gameScene)); bubble.Add(new Bubble((windowWidth / 4) * 3, -103.0f, 0.5f, gameScene)); bubble.Add(new Bubble(windowWidth, -129.0f, 0.5f, gameScene)); //Run the scene. Director.Instance.RunWithScene(gameScene, true); }
public static void Initialize() { // Set up the graphics system graphics = new GraphicsContext(); UISystem.Initialize(graphics); // Initiliaze a new scene scene = new Scene(); // Build a play button Button play_btn = new Button(); play_btn.X = 50f; play_btn.Y = 50f; play_btn.Width = 50f; play_btn.Height = 50f; play_btn.ButtonAction += HandlePlay_btnButtonAction; CustomButtonImageSettings play_btn_bg = new CustomButtonImageSettings(); ImageAsset play_image = new ImageAsset("play.png"); play_btn_bg.BackgroundNormalImage = play_image; play_btn_bg.BackgroundDisabledImage = play_image; play_btn_bg.BackgroundPressedImage = play_image; play_btn.CustomImage = play_btn_bg; play_btn.Style = ButtonStyle.Custom; // Add the button to the scene scene.RootWidget.AddChildFirst(play_btn); // Build a Pause button Button pause_btn = new Button(); pause_btn.X = 120f; pause_btn.Y = 50f; pause_btn.Width = 50f; pause_btn.Height = 50f; pause_btn.ButtonAction += HandlePause_btnButtonAction; CustomButtonImageSettings pause_btn_bg = new CustomButtonImageSettings(); ImageAsset pause_image = new ImageAsset("pause.png"); pause_btn_bg.BackgroundNormalImage = pause_image; pause_btn_bg.BackgroundDisabledImage = pause_image; pause_btn_bg.BackgroundPressedImage = pause_image; pause_btn.CustomImage = pause_btn_bg; pause_btn.Style = ButtonStyle.Custom; // Add the button to the scene scene.RootWidget.AddChildFirst(pause_btn); // Build a Stop button Button stop_btn = new Button(); stop_btn.X = 190f; stop_btn.Y = 50f; stop_btn.Width = 50f; stop_btn.Height = 50f; stop_btn.ButtonAction += HandleStop_btnButtonAction; CustomButtonImageSettings stop_btn_bg = new CustomButtonImageSettings(); ImageAsset stop_image = new ImageAsset("stop.png"); stop_btn_bg.BackgroundNormalImage = stop_image; stop_btn_bg.BackgroundDisabledImage = stop_image; stop_btn_bg.BackgroundPressedImage = stop_image; stop_btn.CustomImage = stop_btn_bg; stop_btn.Style = ButtonStyle.Custom; // Add the button to the scene scene.RootWidget.AddChildFirst(stop_btn); // Set the scene UISystem.SetScene(scene, null); }
public HUD(GraphicsContext graphics, int totalPlayerNum) { UISystem.Initialize(graphics); //decarations Scene scene = new Scene(); Label lblName, lblScore, lblLocation, lblHP; characterName = new List <Label>(); characterHP = new List <Label>(); characterScore = new List <Label>(); characterLocation = new List <Label>(); float colorRed = 1, colorGreen = 1, colorBlue = 1; int labelSpacing = graphics.Screen.Rectangle.Width / Math.Max(totalPlayerNum, 1); //Loop to create a list of labels. for (int characterNum = 0; characterNum < totalPlayerNum; characterNum++) { if (characterNum == 0) { colorRed = 1; colorGreen = 0; colorBlue = 0; } if (characterNum == 1) { colorRed = 0; colorGreen = 1; colorBlue = 0; } if (characterNum == 2) { colorRed = 0; colorGreen = 0; colorBlue = 1; } if (characterNum == 3) { colorRed = 1; colorGreen = 1; colorBlue = 0; } //Name lblName = new Label(); lblName.X = 0 + labelSpacing * (characterNum); lblName.Y = 10; lblName.Width = graphics.Screen.Rectangle.Width / Math.Max(totalPlayerNum, 1); lblName.Text = "Name: "; lblName.TextColor = new UIColor(colorRed, colorGreen, colorBlue, 1); lblName.HorizontalAlignment = HorizontalAlignment.Center; scene.RootWidget.AddChildLast(lblName); characterName.Add(lblName); //HP lblHP = new Label(); lblHP.X = 0 + labelSpacing * (characterNum); lblHP.Y = characterName[characterNum].Y + characterName[characterNum].Height; lblHP.Width = graphics.Screen.Rectangle.Width / Math.Max(totalPlayerNum, 1); lblHP.Text = "HP: X"; lblHP.TextColor = new UIColor(colorRed, colorGreen, colorBlue, 1); lblHP.HorizontalAlignment = HorizontalAlignment.Center; scene.RootWidget.AddChildLast(lblHP); characterHP.Add(lblHP); //Score lblScore = new Label(); lblScore.X = 0 + labelSpacing * (characterNum); lblScore.Y = characterHP[characterNum].Y + characterHP[characterNum].Height; lblScore.Width = graphics.Screen.Rectangle.Width / Math.Max(totalPlayerNum, 1); lblScore.Text = "Score: 0"; lblScore.TextColor = new UIColor(colorRed, colorGreen, colorBlue, 1); lblScore.HorizontalAlignment = HorizontalAlignment.Center; scene.RootWidget.AddChildLast(lblScore); characterScore.Add(lblScore); // //where am I? (I now can show you where everyone is) // lblLocation = new Label(); // lblLocation.X = 0 + labelSpacing * (characterNum); // lblLocation.Y = characterScore[characterNum].Y + characterScore[characterNum].Height; // lblLocation.Width = graphics.Screen.Rectangle.Width / Math.Max(totalPlayerNum,1); // lblLocation.Text = ""; // lblLocation.TextColor = new UIColor (colorRed, colorGreen, colorBlue, 1); // lblLocation.HorizontalAlignment = HorizontalAlignment.Center; // scene.RootWidget.AddChildLast(lblLocation); // characterLocation.Add(lblLocation); } //where am I? (This is outside the loop because it should only render once.) pausedText = new Label(); pausedText.Width = 600; pausedText.X = graphics.Screen.Rectangle.Width / 2 - pausedText.Width / 2; pausedText.Y = graphics.Screen.Rectangle.Height / 2 - pausedText.Height / 2; pausedText.HorizontalAlignment = HorizontalAlignment.Center; pausedText.Text = ""; pausedText.TextColor = new UIColor(1, 0, 0, 1); scene.RootWidget.AddChildLast(pausedText); // //where am I? (This is outside the loop because it should only render once.) // instructionText = new Label(); // instructionText.X = 10; // instructionText.Y = graphics.Screen.Rectangle.Height - instructionText.Height - 10; // instructionText.Width = 800; // instructionText.Text = "Press 'Start' (keyboard X) to show location."; // instructionText.TextColor = new UIColor (1, 1, 1, 1); // scene.RootWidget.AddChildLast(instructionText); // //ammo on the screen count // ammoText = new Label(); // ammoText.X = 10; // ammoText.Y = graphics.Screen.Rectangle.Height - instructionText.Height - 20; // ammoText.Width = 800; // ammoText.Text = "ammo: "; // ammoText.TextColor = new UIColor (1, 1, 1, 1); // scene.RootWidget.AddChildLast(ammoText); //set scene UISystem.SetScene(scene, null); }
public void Initialize() { //initialize the director and set the clear colour to black Director.Initialize(); Director.Instance.GL.Context.SetClearColor(Colors.Black); //set the viewport to the size of the offscreen framebuffer Sce.PlayStation.HighLevel.GameEngine2D.Director.Instance.GL.Context.SetViewport(0, 0, 960, 544); //loading fonts - currently not used UIFontMap = new FontMap(new Font(FontAlias.System, 20, FontStyle.Bold)); LargeFontMap = new FontMap(new Font(FontAlias.System, 48, FontStyle.Bold)); //create a camera for the UI UICamera = new Camera2D(Director.Instance.GL, Director.Instance.DrawHelpers); UICamera.SetViewFromViewport(); //make a map manager object MapManager.Instance = new MapManager(); //make a new Game object Game.Instance = new Game(); //make a new game over object GameOverScene.Instance = new GameOverScene(); //make a new MainMenu object MainMenu.Instance = new MainMenu(); //make a new PauseScene object PauseScene.Instance = new PauseScene(); //make a new LevelSelectScene object LevelSelectScene.Instance = new LevelSelectScene(); //make a tutorial object TutorialScene.Instance = new TutorialScene(); Sce.PlayStation.HighLevel.GameEngine2D.Director.Instance.ReplaceScene(MainMenu.Instance); //timer object to measure amount of time it takes to render a frame timer = new System.Diagnostics.Stopwatch(); //additional framebuffer offscreenBuffer = new FrameBuffer(); //set the size of the framebuffer to be exactly the same as the vita's screen Texture2D tex2d = new Texture2D(960, 544, false, PixelFormat.Rgba, PixelBufferOption.Renderable); offscreenBuffer.SetColorTarget(tex2d, 0); //offscreenSprite to use as a back framebuffer offscreenSprite = new SpriteUV(new TextureInfo(tex2d)); /* * For unknown reasons, the framebuffer needs to be scaled 2x and flipped to display correctly * the issue has been noted on Sony's forums but nobody knows the answer * * */ offscreenSprite.Quad.S = new Vector2(2.0f, 2.0f); offscreenSprite.Quad.T = new Vector2(-1.0f, -1.0f); offscreenSprite.FlipV = true; Support.LoadGameParameters(); Support.screenWidth = GraphicsContext.ScreenSizes [0].Width; Support.screenHeight = GraphicsContext.ScreenSizes [0].Height; //setup UI UISystem.Initialize(Director.Instance.GL.Context); UISystem.SetScene(new GameUI()); }