示例#1
0
        public Overlay(Game g, RhythmGame rg, Texture2D t)
        {
            game       = g;
            rhythmgame = rg;
            texture    = t;

            Bounds.X      = 0;
            Bounds.Y      = 0;
            Bounds.Height = g.graphics.PreferredBackBufferHeight;
            Bounds.Width  = g.graphics.PreferredBackBufferWidth;
        }
示例#2
0
        public override void StartSong(RhythmGame game, GameTime gameTime, SongDataPlus dataPlus, int instrument, float difficulty)
        {
            base.StartSong(game, gameTime, dataPlus, instrument, difficulty);

            Dictionary <string, Skill> skills = skillManager.Skills;

            foreach (KeyValuePair <string, Skill> pair in skills)
            {
                if (pair.Value.OnGoing)
                {
                    skillManager.addOngoingSkill(pair.Key);
                }
            }
        }
示例#3
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        public WidgetButton(Game g, RhythmGame rg, Texture2D tOff, Texture2D tOn, float x, float y, int width, int height, Keys key)
        {
            game       = g;
            rhythmgame = rg;
            textureOff = tOff;
            textureOn  = tOn;

            Bounds.X      = x;
            Bounds.Y      = y;
            Bounds.Width  = width;
            Bounds.Height = height;

            buttonKey = key;
        }
示例#4
0
 // Use this for initialization
 void Start()
 {
     rhythmGame = FindObjectOfType <RhythmGame>();
 }
示例#5
0
 void Awake()
 {
     instance = this;
 }
示例#6
0
        /// <summary>
        /// A single-tap, basic note. Starts just above the screen, and scrolls down toward the judgement line.
        /// </summary>
        /// <param name="g"> Game that is containing this note. </param>
        /// <param name="rg"> RhythmGame instance in which the note is placed. </param>
        /// <param name="t"> Texture to be used by the note. </param>
        /// <param name="b"> BPM at which this note will hit (used to calculate travel speed). </param>
        public Note(Game g, RhythmGame rg, Texture2D t, float b, UInt64 hf, int pos)
        {
            game          = g;
            rhythmgame    = rg;
            texture       = t;
            hitframe      = hf;
            Bounds.Width  = 117;
            Bounds.Height = 30;
            Bounds.Y      = 0 - Bounds.Height;

            // Place note at correct X-coordinate based on passed-in position flag
            switch (pos)
            {
            case 1:
            default:
                Bounds.X = 607;
                lane     = 1;
                break;

            case 2:
                Bounds.X = 724;
                lane     = 2;
                break;

            case 3:
                Bounds.X = 841;
                lane     = 3;
                break;

            case 4:
                Bounds.X = 960;
                lane     = 4;
                break;

            case 5:
                Bounds.X = 1077;
                lane     = 5;
                break;

            case 6:
                Bounds.X = 1194;
                lane     = 6;
                break;
            }

            bpm          = b;
            notespeed    = (bpm / 10.0f) * rhythmgame.multiplierNotespeed;
            yCoordStart  = -30;
            yCoordHit    = 880 - Convert.ToInt32(Bounds.Y) - rhythmgame.calibJudgementLine;
            yCoordTravel = yCoordHit - yCoordStart;

            // Find the frame at which to spawn the note, given travel speed, distance, and hit frame
            float frameSpawnOffset = yCoordTravel / notespeed;

            while (frameSpawnOffset > hitframe)
            {
                frameSpawnOffset /= 2;
                notespeed        *= 2;
            }
            spawnframe = Convert.ToUInt64(hitframe - frameSpawnOffset);

            // Ensure spawn frame is greater than or equal to 0
            if (spawnframe < 0)
            {
                spawnframe = 0;
            }

            active = false;
        }
示例#7
0
 void Start()
 {
     rhythmGame = GameObject.FindGameObjectWithTag("GameController").GetComponent<RhythmGame>();
     score = rhythmGame.score;
 }