//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadBool ( "Center" , ref m_center , false ); // Read in font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read font: data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); // Read all other data data.ReadString ( "String1st" , ref m_string_1st , "no_string" ); data.ReadString ( "String2nd" , ref m_string_2nd , "no_string" ); data.ReadString ( "String3rd" , ref m_string_3rd , "no_string" ); data.ReadFloat ( "ScoreFadeInTime" , ref m_score_fade_in_time , 0.25f ); data.ReadFloat ( "NewHighScoreThrobTime" , ref m_new_high_score_throb_time , 0.25f ); data.ReadFloat ( "NewHighScoreThrobExpansion" , ref m_new_high_score_throb_expansion , 8 ); data.ReadFloat ( "NewHighScoreThrobColorR" , ref m_new_high_score_throb_color.X , 1 ); data.ReadFloat ( "NewHighScoreThrobColorG" , ref m_new_high_score_throb_color.Y , 1 ); data.ReadFloat ( "NewHighScoreThrobColorB" , ref m_new_high_score_throb_color.Z , 1 ); data.ReadFloat ( "NewHighScoreThrobColorA" , ref m_new_high_score_throb_color.W , 1 ); // Create font: m_font = new Font(m_font_name); // Reset this m_time_since_creation = 0; }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadEffect ( "Effect" , ref m_effect_name , ref m_effect , "Effects\\textured" ); data.ReadEffect ( "StringWobbleEffect" , ref m_string_wobble_effect_name , ref m_string_wobble_effect , "Effects\\textured" ); data.ReadTexture( "FillTexture" , ref m_fill_texture_name , ref m_fill_texture , "Graphics\\default" ); data.ReadTexture( "BarTexture" , ref m_bar_texture_name , ref m_bar_texture , "Graphics\\default" ); data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadString ( "StringName" , ref m_string_name , "No_String" ); data.ReadFloat ( "StringOffsetY" , ref m_string_offset_y , 32 ); data.ReadFloat ( "FillPaddingX" , ref m_fill_padding.X , 0 ); data.ReadFloat ( "FillPaddingY" , ref m_fill_padding.Y , 0 ); data.ReadFloat ( "MinimumValue" , ref m_minimum_value , 0.0f ); data.ReadFloat ( "MaximumValue" , ref m_maximum_value , 1.0f ); data.ReadFloat ( "CurrentValue" , ref m_current_value , 0.5f ); data.ReadFloat ( "ChangeSpeed" , ref m_change_speed , 1.0f ); data.ReadFloat ( "SizeX" , ref m_size.X , 128 ); data.ReadFloat ( "SizeY" , ref m_size.Y , 32 ); data.ReadFloat ( "ExpandTime" , ref m_expand_time , 1 ); data.ReadFloat ( "ExpansionX" , ref m_expansion.X , 16 ); data.ReadFloat ( "ExpansionY" , ref m_expansion.Y , 4 ); data.ReadFloat ( "StringExpansion" , ref m_string_expansion , 0 ); data.ReadFloat ( "HighlightWobbleSpeed" , ref m_highlight_wobble_speed , 0.01f ); data.ReadFloat ( "HighlightWobbleIntensity" , ref m_highlight_wobble_intensity , 8 ); data.ReadString ( "ValueChangedEvent" , ref m_value_changed_event , "" ); data.ReadString ( "BackEvent" , ref m_back_event , "" ); data.ReadString ( "FocusSound" , ref m_focus_sound , "" ); data.ReadString ( "UseSound" , ref m_use_sound , "" ); // If the minimum value is bigger the max then swap: if ( m_minimum_value > m_maximum_value ) { float t = m_minimum_value; m_minimum_value = m_maximum_value; m_maximum_value = t; } // Fill in the color and texture coordinates of the vertices for rendering: m_vertices[0].Color = Color.White; m_vertices[1].Color = Color.White; m_vertices[2].Color = Color.White; m_vertices[3].Color = Color.White; m_vertices[4].Color = Color.White; m_vertices[5].Color = Color.White; m_vertices[0].TextureCoordinate = Vector2.Zero; m_vertices[1].TextureCoordinate = Vector2.UnitY; m_vertices[2].TextureCoordinate = Vector2.UnitX; m_vertices[3].TextureCoordinate = Vector2.One; m_vertices[4].TextureCoordinate = Vector2.Zero; m_vertices[5].TextureCoordinate = Vector2.UnitY; // Read in font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// Initiliazes the game and loads all it's content. /// </summary> //========================================================================================= protected override void Initialize() { // Initialise everything base.Initialize(); // Create the graphics system object s_graphics_system = new GraphicsSystem( s_graphics_device_manager , Content ); // Create the audio systems: s_effects_audio_system = new AudioSystem ( CONTENT_FOLDER + "\\Sounds\\NinjaGame_Sounds.xgs" , CONTENT_FOLDER + "\\Sounds\\NinjaGame_Sounds.xwb" , CONTENT_FOLDER + "\\Sounds\\NinjaGame_Sounds.xsb" , false ); s_music_audio_system = new AudioSystem ( CONTENT_FOLDER + "\\Sounds\\NinjaGame_Music.xgs" , CONTENT_FOLDER + "\\Sounds\\NinjaGame_Music.xwb" , CONTENT_FOLDER + "\\Sounds\\NinjaGame_Music.xsb" , false ); // Apply all default preferences: CorePreferences.ApplyAllSettings(); // Create the timing system: s_timing_system = new TimingSystem(); // Create the level and gui: s_level = new Level(); s_gui = new Gui(); // On debug load the debug font and debug shader: #if DEBUG // Load the font s_debug_font = new Font("Content\\Fonts\\Game_24px.xml"); // Load the shader: s_debug_shader = s_graphics_system.LoadEffect("Effects\\colored"); // Windows debug specific: #if WINDOWS_DEBUG // Also allow window to be resized: Window.AllowUserResizing = true; // Set to 640x480 Graphics.DeviceManager.PreferredBackBufferWidth = 640; Graphics.DeviceManager.PreferredBackBufferHeight = 480; Graphics.DeviceManager.ApplyChanges(); // Add debug console commands for core game DebugCore.AddDebugCommands(); #endif #endif // Load the main menu s_gui.Load("Content\\Guis\\Boot.xml"); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base function base.ReadXml(data); // Read all attributes data.ReadString( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadFloat ( "FloatSpeed" , ref m_float_speed , 0.25f ); data.ReadFloat ( "ScoreLiveTime" , ref m_score_live_time , 2.0f ); // Load the given font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadString ( "PhaseStringName" , ref m_phase_string_name , "No_String_Specified" ); data.ReadString ( "ReadyStringName" , ref m_ready_string_name , "No_String_Specified" ); data.ReadBool ( "Center" , ref m_center , false ); data.ReadFloat ( "FontEnlarge" , ref m_font_enlarge , 64.0f ); // Read in font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_16px.xml" ); data.ReadString ( "StringName" , ref m_string_name , "No_String_Specified" ); // Read alignment: string alignment = ""; data.ReadString("Alignment" , ref alignment ); // See what alignment we have: alignment = alignment.ToLower(); if ( alignment.Equals("center") ) { // Text is centered m_alignment = Alignment.CENTER; } else if ( alignment.Equals("right") ) { // Right align m_alignment = Alignment.RIGHT; } else { // Left align m_alignment = Alignment.LEFT; } // Read in font: m_font = new Font(m_font_name); }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadString ( "Font" , ref m_font_name , "Content\\Fonts\\Game_48px.xml" ); data.ReadFloat ( "PictureSizeX" , ref m_picture_size.X , 128 ); data.ReadFloat ( "PictureSizeY" , ref m_picture_size.Y , 128 ); data.ReadFloat ( "StringOffsetY" , ref m_string_offset_y , 0 ); data.ReadFloat ( "FadeTime" , ref m_fade_time , 0.25f ); data.ReadFloat ( "DisplayTime" , ref m_display_time , 2 ); data.ReadInt ( "StoryPartCount" , ref m_story_part_count , 1 ); // Read story data: if ( m_story_part_count > 0 ) { // Declare arrays for all the story pictures and strings: m_pictures = new Texture2D [ m_story_part_count ]; m_picture_names = new string [ m_story_part_count ]; m_story_strings = new string [ m_story_part_count ]; // Read each part of the story: the string and texture for ( int i = 0 ; i < m_story_part_count ; i++ ) { // Story part texture data.ReadTexture ( "StoryPicture" + (i+1).ToString() , ref m_picture_names[i] , ref m_pictures[i] , "Graphics\\default" ); // Story part string data.ReadString ( "StoryString" + (i+1).ToString() , ref m_story_strings[i] , "No_String" ); } } else { // No story: m_pictures = null; m_picture_names = null; m_story_strings = null; } // Read in font: m_font = new Font(m_font_name); // Fading in to current part: m_transition_state = TransitionState.SHOWING; m_current_state_time = 0; m_current_story_part = 0; }
//========================================================================================= /// <summary> /// In this function each derived class should read its own data from /// the given XML node representing this object and its attributes. Base methods should /// also be called as part of this process. /// </summary> /// /// <param name="data"> /// An object representing the xml data for this XMLObject. Data values should be /// read from here. /// </param> //========================================================================================= public override void ReadXml( XmlObjectData data ) { // Call base class function base.ReadXml(data); // Read all data: data.ReadString( "GameLostString" , ref m_game_lost_string , "No_string" ); data.ReadString( "GameWonString" , ref m_game_won_string , "No_string" ); data.ReadString( "MessageFont" , ref m_message_font_name , "Content\\Fonts\\Game_32px.xml" ); data.ReadString( "GameWonGui" , ref m_game_won_gui , "" ); data.ReadString( "GameLostGui" , ref m_game_lost_gui , "" ); // Load the message font: m_message_font = new Font( m_message_font_name ); }