/// <summary> /// Constructor. /// </summary> public MenuScreen(string menuTitle) { this.menuTitle = menuTitle; TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); menuUp = new InputAction( new Buttons[] { Buttons.DPadUp, Buttons.LeftThumbstickUp }, new Keys[] { Keys.Up }, true); menuDown = new InputAction( new Buttons[] { Buttons.DPadDown, Buttons.LeftThumbstickDown }, new Keys[] { Keys.Down }, true); menuSelect = new InputAction( new Buttons[] { Buttons.A }, new Keys[] { Keys.Enter }, true); menuCancel = new InputAction( new Buttons[] { Buttons.B }, new Keys[] { Keys.Escape }, true); camera = new ChasingCamera2D(); camera2 = new ChasingCamera2D(); camera.maxChaseSpeed = 1200; //camera.Pos = new Vector2(1920 / 2, 1080 / 2); camera2.maxChaseSpeed = 1200; //camera2.Pos = new Vector2(1920 / 2, 1080 / 2); }
/// <summary> /// Constructor. /// </summary> public PressStartScreen(Cue bgm) { this.bgm = bgm; TransitionOnTime = TimeSpan.FromSeconds(1); TransitionOffTime = TimeSpan.FromSeconds(0.5); pressStartAction = new InputAction( new Buttons[] { Buttons.Start, Buttons.A }, new Keys[] { Keys.Enter }, true); mirrorCamera = new ChasingCamera2D(); mirrorCamera.Pos = new Vector2(GlobalHelper.GameWidth / 2, GlobalHelper.GameHeight / 2); //mirrorCamera.maxChaseSpeed *= 4; }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) content = new ContentManager(ScreenManager.Game.Services, "main"); // Start the action background music FIRST actionBgm = ((GameMain)ScreenManager.Game).AudioEM.GetCue("actionBg1"); actionBgm.Play(); // LOAD FONTS & BLANK TEXTURE debugFont = content.Load<SpriteFont>(@"fonts\debug"); gameFont = content.Load<SpriteFont>(@"fonts\game1"); blank = content.Load<Texture2D>(@"textures\blank"); // LOAD SOUNDS AudioEngine audioEngine = ((GameMain)ScreenManager.Game).AudioEM.AudioEngine; weaponWaves = new WaveBank(audioEngine, @"main\audio\weaponWaves.xwb"); weaponSounds = new SoundBank(audioEngine, @"main\audio\weaponSounds.xsb"); // LOAD WEAPONS Texture2D bulletPath1 = content.Load<Texture2D>(@"textures\weapons\bulletPath1"); Texture2D bulletPath2 = content.Load<Texture2D>(@"textures\weapons\bulletPath2"); lazerTexture = content.Load<Texture2D>(@"textures\weapons\lazer"); crosshairTexture = content.Load<Texture2D>(@"textures\weapons\crosshair"); // LOAD VEHICLES bobcatTexture = content.Load<Texture2D>(@"textures\vehicles\pickup_nfw"); bobcatWheelsTexture = content.Load<Texture2D>(@"textures\vehicles\pickup_w"); // LOAD PED SPRITE TEXTURES cowboySheetTexture = content.Load<Texture2D>(@"textures\peds\cowboy1"); zombieSheetTexture = content.Load<Texture2D>(@"textures\peds\zombie1"); zombieSheetTexture2 = content.Load<Texture2D>(@"textures\peds\zombie2"); evilCowboySheetTexture = content.Load<Texture2D>(@"textures\peds\zombiecowboy"); // LOAD PARTICLE EFFECTS particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService)), }; particleRenderer.LoadContent(content); ParticleEffect bloodBlastEffect = content.Load<ParticleEffect>(@"particles\bloodSplit1"); ParticleEffect deathBlastEffect = content.Load<ParticleEffect>(@"particles\deathBlast1"); ParticleEffect powerUpBlastEffect = content.Load<ParticleEffect>(@"particles\powerUpBlast"); bloodBlastEffect.LoadContent(content); bloodBlastEffect.Initialise(); deathBlastEffect.LoadContent(content); deathBlastEffect.Initialise(); powerUpBlastEffect.LoadContent(content); powerUpBlastEffect.Initialise(); // LOAD MAP TEXTURES Vector2 worldSize = new Vector2(4000, 3000); Texture2D tileBackgroundTexture = content.Load<Texture2D>(@"textures\map\map" + random.Next(2).ToString()); Texture2D healthPowerUpTexture = content.Load<Texture2D>(@"textures\powerups\health"); Texture2D ammoPowerUpTexture = content.Load<Texture2D>(@"textures\powerups\ammo"); Texture2D moneyPowerUpTexture = content.Load<Texture2D>(@"textures\powerups\money"); Texture2D revivePowerUpTexture = content.Load<Texture2D>(@"textures\powerups\revive"); Texture2D shieldPowerUpTexture = content.Load<Texture2D>(@"textures\powerups\shield"); Texture2D weaponShop = content.Load<Texture2D>(@"textures\map\weaponShop"); Texture2D modShop = content.Load<Texture2D>(@"textures\map\modShop"); // Construct world world = new World(ScreenManager.Game, worldSize, tileBackgroundTexture, new Texture2D[] { bulletPath1, bulletPath2 }, new Texture2D[] { healthPowerUpTexture, ammoPowerUpTexture, moneyPowerUpTexture, revivePowerUpTexture, shieldPowerUpTexture }, new Texture2D[] { weaponShop, modShop }, weaponSounds, new ParticleEffect[] { bloodBlastEffect, deathBlastEffect, powerUpBlastEffect }); // Construct Essential Peds cowboy = new Cowboy(new Vector2(1000, 1000), new Vector2(0, -1), cowboySheetTexture, world); // give guns to player cowboy cowboy.GetGun(new M1911(cowboy, world)); world.playerList.Add(cowboy); cowboy.AddMoney(90); world.LoadPresetMap(0, blank); // LOADS PRESET DEBUG MAP p1Cam = new ChasingCamera2D(); p1Cam.maxChaseSpeed = 1200; inputC = new InputState(); // LOAD HUD & ITS ELEMENTS (MUST BE DONE LAST!) Texture2D barTexture = content.Load<Texture2D>(@"textures\hud\healthBar"); Texture2D hudM1911 = content.Load<Texture2D>(@"textures\hud\m1911"); Texture2D hudAk74u = content.Load<Texture2D>(@"textures\hud\ak74u"); Texture2D hudM4a1 = content.Load<Texture2D>(@"textures\hud\m4a1"); Texture2D hudR870mcs = content.Load<Texture2D>(@"textures\hud\r870mcs"); Texture2D hudM60 = content.Load<Texture2D>(@"textures\hud\m60"); Texture2D screenBlood = content.Load<Texture2D>(@"textures\hud\screenBlood"); SpriteFont hudFont = content.Load<SpriteFont>(@"fonts\hud"); statusDisplay = new StatusDisplay(cowboy, new Vector2(500, 108), barTexture, blank, new Texture2D[] { hudM1911, hudAk74u, hudM4a1, hudR870mcs, hudM60 }, screenBlood, hudFont); #if XBOX #else FAZEngine.ScriptEngine.ScriptLoader.LoadModScripts(this); #endif // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); } }
public void Update(GameTime gameTime, ChasingCamera2D cam) { bool shakeit = true; lastHealth = health; lastMaxHealth = maxHealth; lastInCar = inCar; inCar = boundedPlayer.CarDriving != null; if (!inCar) { health = boundedPlayer.Health; maxHealth = boundedPlayer.MaxHealth; } else { health = boundedPlayer.CarDriving.Health; maxHealth = boundedPlayer.CarDriving.MaxHealth; } // is max health changed? if (maxHealth != lastMaxHealth) { shakeit = false; } // is health changed? if (health < lastHealth && shakeit) { cam.Shake(200, 0.05f, null, 0, 0); } // is in car stat changed? if (lastInCar != inCar) { gradbar = health; } // get weapon equipped and show in hud string weaponName = boundedPlayer.GunsOwned[boundedPlayer.GunEquipped].WeaponName; if (weaponName == "AK74u") weaponTexToDraw = weaponTextures[1]; else if (weaponName == "M4A1") weaponTexToDraw = weaponTextures[2]; else if (weaponName == "R870MCS") weaponTexToDraw = weaponTextures[3]; else if (weaponName == "M60") weaponTexToDraw = weaponTextures[4]; else weaponTexToDraw = weaponTextures[0]; clipCount = boundedPlayer.GunsOwned[boundedPlayer.GunEquipped].ClipAmmo; reserveCount = boundedPlayer.GunsOwned[boundedPlayer.GunEquipped].ReserveAmmo; // bar grad lines if (gradbar > health && !inCar) gradbar -= 2; else if (gradbar > health && inCar) gradbar -= 5; if (gradbar < health) gradbar = health; }