public Level2(KinectInterface gameInput) { _levelBackground = ResourceManager.tex_background_level2; squick = new JumpingSquick(gameInput); squick.Pos = new Vector2(400, 800); squick.Speed = new Vector2(0,-600); toBeDestroy = new List<Entity>(); activeBranch = new Branch(gameInput); oldBranches = new List<Branch>(); cameraOffset = 0; fadeEffect = new Fade(); gauge = new Gauge(new Rectangle(30, 50, 10, 500), goal, Color.BurlyWood, Color.Gold); message = new Message("Training time !", new Vector2(20, 220), 2.0f, Message.DISPLAY_LBL, 50); hc = new HandCursors(); }
public void Start(Fade.EFFECT effect, Color color, double durationTime) { // Reset global state _hasFinished = false; _isRunning = true; _step = 0; // Reset (100 = finished) // Default parameters _currentEffect = effect; if (effect == EFFECT.FADE_OUT) _transparency = 1.0f; // -> 0 else _transparency = 0.0f; // -> 1 (Fade_in) _durationTime = durationTime; _currentColor = color; // Compute step _interval = _durationTime / 100; }
//private Player _squick; public Level1(KinectInterface gameInput, bool modeAdventure = false) { _levelBackground = ResourceManager.tex_background_level1; _modeAdventure = modeAdventure; _bombEffect = new Fade(); _HUD_score = new Score(new Vector2(10,0)); _backToMenu = new TextButton("Menu", new Vector2(690, 10)); squick = new DizzySquick(gameInput); squick.Pos = new Vector2(400, 400); _gameEventMessage = new Message("Ready? Set... Go!", new Vector2(20, 220),2.0f,Message.DISPLAY_LBL,250); _gameScoreMessage = new Message("",new Vector2(10,160),1.0f,Message.DISPLAY_LBL,1000); // Level score _score = 0; _bonusChain = 0; }