public MenuScreenTest() : base("MenuScreenTest") { MenuEntry one = new MenuEntry("PlayScreen"); MenuEntry two = new MenuEntry("ModelAndText"); MenuEntry three = new MenuEntry("ModelScreen"); MenuEntry four = new MenuEntry("PlayScreen"); one.Selected += new EventHandler<EventArgs>(one_Selected); two.Selected += new EventHandler<EventArgs>(two_Selected); three.Selected += new EventHandler<EventArgs>(three_Selected); four.Selected += new EventHandler<EventArgs>(four_Selected); items = new List<MenuEntry>(); items.Add(one); items.Add(two); items.Add(three); items.Add(four); menuModel = ScreenManager.Game.Content.Load<Model>("MainMenu\\oilBarrel_MainMenu"); menuTransforms = new Matrix[menuModel.Bones.Count]; menuModel.CopyAbsoluteBoneTransformsTo(menuTransforms); cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); cameraManager.SetPosition(new Vector3(0.0f, 0.0f, 500.0f)); cameraManager.SetLookAtPoint(new Vector3(0.0f, 0.0f, 50.0f)); //cameraManager.SetPosition(new Vector3(0.0f, 1700.0f, 500.0f)); //cameraManager.SetLookAtPoint(new Vector3(0.0f, 0.0f, -500.0f)); menuPosition = new Vector3(100.0f, 0.0f, 0.0f); arrows = new Texture2D[2]; arrows[0] = ScreenManager.Game.Content.Load<Texture2D>("MainMenu\\left_arrow"); arrows[1] = ScreenManager.Game.Content.Load<Texture2D>("MainMenu\\right_arrow"); arrow_locations_min = new Vector2[2]; arrow_locations_max = new Vector2[2]; arrow_locations_min[0] = new Vector2(550.0f, 320.0f); arrow_locations_min[1] = new Vector2(1050.0f, 320.0f); arrow_locations_max[0] = new Vector2(530.0f, 320.0f); arrow_locations_max[1] = new Vector2(1070.0f, 320.0f); selected = 0; arrowUpdateTime = 0; currentArrowIndex = 0; a_button = ScreenManager.Game.Content.Load<Texture2D>("MainMenu\\a_button"); a_button_position = new Vector2(720.0f, 600.0f); font = ScreenManager.Game.Content.Load<SpriteFont>("MainMenu\\font"); text_position = new Vector2(790.0f, 600.0f); tickEffect = ScreenManager.Game.Content.Load<SoundEffect>("Sounds\\Effects\\explosion"); }
public ModelScreen() : base("Model") { background = ScreenManager.Game.Content.Load<Texture2D>("Model\\background"); inputManager = (InputManager)ScreenManager.Game.Services.GetService(typeof(InputManager)); model = new StaticModel(ScreenManager.Game.Content.Load<Model>("Model\\box")); model.Scale = 200.0f; modelRotation = 0.0f; // Set the position of the camera in world space, for our view matrix. cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); cameraManager.SetPosition(new Vector3(0.0f, 50.0f, 5000.0f)); }
public PlayScreen() : base("PlayScreen") { units = new List<Unit>(); towers = new List<Tower>(); Vector2 numTiles = new Vector2(20, 10); TileMap.InitializeTileMap(Vector3.Zero, numTiles, new Vector2(100, 100)); startBase = new TestBase(TileMap.Tiles[0]); goalBase = new TestBase(TileMap.Tiles[TileMap.Tiles.Count - 1]); startBase.SetGoalBase(goalBase); goalBase.SetGoalBase(startBase); bases = new List<Base>(); bases.Add(startBase); bases.Add(goalBase); TileMap.SetBase(goalBase); TileMap.SetBase(startBase); TileMap.UpdateTilePaths(); //towers = new Dictionary<int, Tower>(); //for (int i = 0; i < numTiles.X * numTiles.Y; i++) // towers.Add(i, new TowerAGood(TileMap.Tiles[i].Position)); background = ScreenManager.Game.Content.Load<Texture2D>("water_tiled"); cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); myModel = new AnimatedModel(ScreenManager.Game.Content.Load<Model>("AnimatedModel\\dude")); myModel.Scale = 2.0f; myModel.PlayClip("Take 001"); currentTile = TileMap.GetTileFromPos(Vector3.Zero); myModel.SetPosition(currentTile.Position); if (numTiles.X == 10 && numTiles.Y == 10) { cameraManager.SetPosition(new Vector3(0.0f, 1400.0f, 500.0f)); cameraManager.SetLookAtPoint(new Vector3(0.0f, 0.0f, 50.0f)); } else if (numTiles.X == 20 && numTiles.Y == 10) { cameraManager.SetPosition(new Vector3(0.0f, 1700.0f, 500.0f)); cameraManager.SetLookAtPoint(new Vector3(0.0f, 0.0f, 100.0f)); } }
public TileTestScreen() : base("TileTestScreen") { units = new List<Unit>(); towers = new List<Tower>(); rand = new Random(); TileMap.InitializeTileMap(Vector3.Zero, new Vector2(10, 10), new Vector2(50, 50)); startBase = new TestBase(TileMap.Tiles[0]); goalBase = new TestBase(TileMap.Tiles[TileMap.Tiles.Count - 1]); for (int i = 0; i < TileMap.Tiles.Count; i++) { TileMap.Tiles[i].UpdatePathTo(goalBase.GetTile()); } background = ScreenManager.Game.Content.Load<Texture2D>("Model\\background"); myModel = new AnimatedModel(ScreenManager.Game.Content.Load<Model>("AnimatedModel\\dude")); myModel.Scale = 5.0f; myModel.PlayClip("Take 001"); currentTile = TileMap.GetTileFromPos(Vector3.Zero); myModel.SetPosition(currentTile.Position); cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); cameraManager.SetPosition(new Vector3(0.0f, 500.0f, 5000.0f)); ground = new StaticModel(ScreenManager.Game.Content.Load<Model>("Model\\pyramids")); ground.Scale = 1000.0f; ground.SetPosition(new Vector3(0.0f, -0.1f, 0.0f)); #region Setup Text font = ScreenManager.Game.Content.Load<SpriteFont>("DummyText\\Font"); center = new Vector2((ScreenManager.GraphicsDeviceManager.PreferredBackBufferWidth / 2), (ScreenManager.GraphicsDeviceManager.PreferredBackBufferHeight / 2)); //Setup Text text = "Hello World! Hello World! Hellllllooooo World!"; //Find out how long the text is using this font Vector2 textLength = font.MeasureString(text); textPosition = new Vector2(center.X - (textLength.X / 2), center.Y - (textLength.Y / 2)); #endregion }
public override void LoadContent() { cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); numTiles = new Vector2(22, 16); SetupCamera(); background = ScreenManager.Game.Content.Load<Texture2D>("water_tiled"); background = ScreenManager.Game.Content.Load<Texture2D>("PlayScreen\\oceanWaveBackground"); playerBackground = ScreenManager.Game.Content.Load<Texture2D>("PlayerMenu\\player_bg"); playerBackgroundColor = new Color(255, 255, 255, 200); playerBackgroundLocation = new Vector2(40.0f, 0.0f); font = ScreenManager.Game.Content.Load<SpriteFont>("font"); dimensions = new Vector2((float)ScreenManager.GraphicsDeviceManager.GraphicsDevice.Viewport.Width, (float)ScreenManager.GraphicsDeviceManager.GraphicsDevice.Viewport.Height); UnitCollection.Initialize(5); TowerCollection.Initialize(5); BaseCollection.Initialize(); PlayerCollection.Initialize(); ProjectileManager.Initialize(); PowerManager.Initialize(); if (GameType == PlayerScreenType.Scenario) { ScenarioManager.Initialize(); } backgroundSong = ScreenManager.Game.Content.Load<Song>("Sounds\\Backgrounds\\multiplayer"); //TileMap.InitializeTileMap(Vector3.Zero, numTiles, new Vector2(100f, 100f)); //PlayerCollection.Initialize(playerTypes); //FIX THIS!!! assign players their tiles AFTER level manager is loaded... //Right now TileMap is being initialized TWICE!!! //p1 = new Player(1, 1, 2, TileMap.Tiles[0], PlayerType.Human); //aI = new Player(2, 2, 1, TileMap.Tiles[TileMap.Tiles.Count - 1], PlayerType.AI); LevelManager.Initialize(); LevelManager.CreateLevel(numTiles, playerSetup); /*LevelManager.AddPlayer(p1); LevelManager.AddPlayer(aI);*/ //LevelManager.LoadLevel(1); //Start Thread TileMap.pathThread.Start(); ProjectileManager.particleThread.Start(); if (MediaPlayer.State == MediaState.Stopped) { MediaPlayer.Play(backgroundSong); MediaPlayer.Volume = 0.1f; MediaPlayer.IsRepeating = true; } videoPlayer = new VideoPlayer(); video = ScreenManager.Game.Content.Load<Video>("Video\\oceanView"); if (videoPlayer.State != MediaState.Playing) { videoPlayer.Play(video); videoPlayer.IsLooped = true; } GC.Collect();//force garbage collection isLoaded = true; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //Setup some basic input inputManager = new InputManager(); inputManager.AddInput(InputAction.Selection, Keys.Enter); inputManager.AddInput(InputAction.Selection, Buttons.A); inputManager.AddInput(InputAction.Selection, Buttons.Start); //Menu Actions inputManager.AddInput(InputAction.MenuUp, Keys.Up); inputManager.AddInput(InputAction.MenuDown, Keys.Down); inputManager.AddInput(InputAction.MenuLeft, Keys.Left); inputManager.AddInput(InputAction.MenuRight, Keys.Right); inputManager.AddInput(InputAction.MenuSelect, Keys.Enter); inputManager.AddInput(InputAction.MenuCancel, Keys.Back); inputManager.AddInput(InputAction.MenuUp, Buttons.LeftThumbstickUp); inputManager.AddInput(InputAction.MenuDown, Buttons.LeftThumbstickDown); inputManager.AddInput(InputAction.MenuLeft, Buttons.LeftThumbstickLeft); inputManager.AddInput(InputAction.MenuRight, Buttons.LeftThumbstickRight); inputManager.AddInput(InputAction.MenuUp, Buttons.DPadUp); inputManager.AddInput(InputAction.MenuDown, Buttons.DPadDown); inputManager.AddInput(InputAction.MenuLeft, Buttons.DPadLeft); inputManager.AddInput(InputAction.MenuRight, Buttons.DPadRight); inputManager.AddInput(InputAction.MenuSelect, Buttons.A); inputManager.AddInput(InputAction.MenuCancel, Buttons.B); inputManager.AddInput(InputAction.ExitGame, Buttons.Back); inputManager.AddInput(InputAction.ExitGame, Keys.Escape); this.Services.AddService(typeof(InputManager), inputManager); //Movement Actions inputManager.AddInput(InputAction.TileMoveUp, Keys.T); inputManager.AddInput(InputAction.TileMoveDown, Keys.G); inputManager.AddInput(InputAction.TileMoveLeft, Keys.F); inputManager.AddInput(InputAction.TileMoveRight, Keys.H); inputManager.AddInput(InputAction.TileMoveUp, Buttons.LeftThumbstickUp); inputManager.AddInput(InputAction.TileMoveDown, Buttons.LeftThumbstickDown); inputManager.AddInput(InputAction.TileMoveLeft, Buttons.LeftThumbstickLeft); inputManager.AddInput(InputAction.TileMoveRight, Buttons.LeftThumbstickRight); //Tower Action inputManager.AddInput(InputAction.TowerBuild, Keys.Space); inputManager.AddInput(InputAction.TowerBuild, Buttons.A); inputManager.AddInput(InputAction.TowerDestroy, Keys.B); inputManager.AddInput(InputAction.TowerDestroy, Buttons.B); inputManager.AddInput(InputAction.TowerRepair, Keys.N); inputManager.AddInput(InputAction.TowerRepair, Buttons.Y); inputManager.AddInput(InputAction.TowerUpgrade, Keys.M); inputManager.AddInput(InputAction.TowerUpgrade, Buttons.X); //PlayerMenu inputManager.AddInput(InputAction.PlayerMenuLeft, Buttons.DPadLeft); inputManager.AddInput(InputAction.PlayerMenuRight, Buttons.DPadRight); inputManager.AddInput(InputAction.PlayerMenuUp, Buttons.DPadUp); inputManager.AddInput(InputAction.PlayerMenuDown, Buttons.DPadDown); inputManager.AddInput(InputAction.PlayerMenuLeft, Keys.J); inputManager.AddInput(InputAction.PlayerMenuRight, Keys.L); inputManager.AddInput(InputAction.PlayerMenuUp, Keys.I); inputManager.AddInput(InputAction.PlayerMenuDown, Keys.K); //UnitAction inputManager.AddInput(InputAction.UnitBuild, Buttons.RightTrigger); inputManager.AddInput(InputAction.UnitBuild, Keys.U); inputManager.AddInput(InputAction.UnitLeft, Buttons.RightThumbstickLeft); inputManager.AddInput(InputAction.UnitRight, Buttons.RightThumbstickRight); inputManager.AddInput(InputAction.UnitUp, Buttons.RightThumbstickUp); inputManager.AddInput(InputAction.UnitDown, Buttons.RightThumbstickDown); inputManager.AddInput(InputAction.UnitLeft, Keys.A); inputManager.AddInput(InputAction.UnitRight, Keys.D); inputManager.AddInput(InputAction.UnitUp, Keys.W); inputManager.AddInput(InputAction.UnitDown, Keys.S); //GameLobby inputManager.AddInput(InputAction.StartGame, Buttons.X); inputManager.AddInput(InputAction.BackToMainMenu, Buttons.Y); inputManager.AddInput(InputAction.JoinGame, Buttons.A); inputManager.AddInput(InputAction.TeamUp, Buttons.LeftThumbstickUp); inputManager.AddInput(InputAction.TeamDown, Buttons.LeftThumbstickDown); inputManager.AddInput(InputAction.TeamUp, Buttons.DPadUp); inputManager.AddInput(InputAction.TeamUp, Buttons.DPadDown); inputManager.AddInput(InputAction.StartGame, Keys.X); inputManager.AddInput(InputAction.BackToMainMenu, Keys.Y); inputManager.AddInput(InputAction.JoinGame, Keys.A); inputManager.AddInput(InputAction.TeamUp, Keys.Up); inputManager.AddInput(InputAction.TeamDown, Keys.Down); inputManager.AddInput(InputAction.HUD, Buttons.LeftStick); inputManager.AddInput(InputAction.HUD, Keys.H); inputManager.AddInput(InputAction.PickEnemyTarget, Buttons.LeftShoulder); inputManager.AddInput(InputAction.PickEnemyTarget, Keys.Q); inputManager.AddInput(InputAction.TowerInformation, Buttons.RightShoulder); inputManager.AddInput(InputAction.TowerInformation, Keys.P); inputManager.AddInput(InputAction.Pause, Buttons.Start); inputManager.AddInput(InputAction.Pause, Keys.Z); inputManager.AddInput(InputAction.PowerActivate, Buttons.LeftTrigger); inputManager.AddInput(InputAction.PowerActivate, Keys.A); //Setup Screen Manager screenManager = new ScreenManager(this); this.Services.AddService(typeof(ScreenManager), screenManager); //Setup Camera cameraManager = new CameraManager(); this.Services.AddService(typeof(CameraManager), cameraManager); //Set Starting Screen screenManager.ShowScreen(new IntroScreen()); }
public static void Initialize(int numPlayers) { cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); NumPlayers = numPlayers; towers = new List<List<List<Tower>>>(); towerCount = new List<List<int>>(); towerTransforms = new Matrix[MAX_TOWERS]; for (int i = 0; i < numPlayers; i++) { towers.Add(new List<List<Tower>>()); towerCount.Add(new List<int>()); for (int j = 0; j < towerTypes.Length; j++) { towers[i].Add(new List<Tower>()); towerCount[i].Add(0); for (int k = 0; k < MAX_TOWERS; k++) { towers[i][j].Add(new Tower((TowerType)j)); } } } instancedModels = new List<List<Model>>(); instancedModelBones = new List<List<Matrix[]>>(); for (int j = 0; j < towerTypes.Length; j++) { instancedModelBones.Add(new List<Matrix[]>()); instancedModels.Add(new List<Model>()); instancedModels[j].Add(null); instancedModelBones[j].Add(null); for (int p = 1; p < 5; p++) { switch ((TowerType)j) { case TowerType.Plasma: instancedModels[j].Add(ScreenManagement.ScreenManager.Game.Content.Load<Model>("Objects\\Towers\\towerA_" + mapTeamNumToColor[p])); instancedModelBones[j].Add(new Matrix[instancedModels[j][p].Bones.Count]); instancedModels[j][p].CopyAbsoluteBoneTransformsTo(instancedModelBones[j][p]); break; case TowerType.Electric: instancedModels[j].Add(ScreenManagement.ScreenManager.Game.Content.Load<Model>("Objects\\Towers\\towerB_" + mapTeamNumToColor[p])); instancedModelBones[j].Add(new Matrix[instancedModels[j][p].Bones.Count]); instancedModels[j][p].CopyAbsoluteBoneTransformsTo(instancedModelBones[j][p]); break; case TowerType.Cannon: instancedModels[j].Add(ScreenManagement.ScreenManager.Game.Content.Load<Model>("Objects\\Towers\\towerC_" + mapTeamNumToColor[p])); instancedModelBones[j].Add(new Matrix[instancedModels[j][p].Bones.Count]); instancedModels[j][p].CopyAbsoluteBoneTransformsTo(instancedModelBones[j][p]); break; case TowerType.SmallUnit: instancedModels[j].Add(ScreenManagement.ScreenManager.Game.Content.Load<Model>("Objects\\Towers\\baseTowerA"));//+ mapTeamNumToColor[p])); instancedModelBones[j].Add(new Matrix[instancedModels[j][p].Bones.Count]); instancedModels[j][p].CopyAbsoluteBoneTransformsTo(instancedModelBones[j][p]); break; case TowerType.LargeUnit: instancedModels[j].Add(ScreenManagement.ScreenManager.Game.Content.Load<Model>("Objects\\Towers\\baseTowerB"));//+ mapTeamNumToColor[p])); instancedModelBones[j].Add(new Matrix[instancedModels[j][p].Bones.Count]); instancedModels[j][p].CopyAbsoluteBoneTransformsTo(instancedModelBones[j][p]); break; } } } hudBackground = new Texture2D[5]; hudBackground[1] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus1"); hudBackground[2] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus2"); hudBackground[3] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus3"); hudBackground[4] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus4"); levelFont = ScreenManager.Game.Content.Load<SpriteFont>("HUD\\levelFont"); hudHealthBar = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus_Health"); hudUpgradeBar = new Texture2D[5]; hudUpgradeBar[1] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus_Growth1"); hudUpgradeBar[2] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus_Growth2"); hudUpgradeBar[3] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus_Growth3"); hudUpgradeBar[4] = ScreenManager.Game.Content.Load<Texture2D>("HUD\\towerStatus_Growth3"); }
/// <summary> /// Sets up default camera information /// </summary> protected void SetupCamera() { cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); view = Matrix.CreateTranslation(position) * Matrix.CreateScale(scale) * cameraManager.ViewMatrix; }
public static void Initialize() { // Construct our particle system components. explosionParticles = new ExplosionParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); explosionSmokeParticles = new ExplosionSmokeParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); projectileTrailParticles = new ProjectileTrailParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); smokePlumeParticles = new SmokePlumeParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); fireParticles = new FireParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); //starParticles = new StarParticleSystem(ScreenManager.Game, ScreenManager.Game.Content); upgradeParticles = new ParticleSystem[5]; repairParticles = new ParticleSystem[5]; for (int i = 1; i < 5; i++) { switch(i) { case 1: upgradeParticles[i] = new P1Upgrade(ScreenManager.Game, ScreenManager.Game.Content); repairParticles[i] = new P1Upgrade(ScreenManager.Game, ScreenManager.Game.Content); break; case 2: upgradeParticles[i] = new P2Upgrade(ScreenManager.Game, ScreenManager.Game.Content); repairParticles[i] = new P2Upgrade(ScreenManager.Game, ScreenManager.Game.Content); break; case 3: upgradeParticles[i] = new P3Upgrade(ScreenManager.Game, ScreenManager.Game.Content); repairParticles[i] = new P3Upgrade(ScreenManager.Game, ScreenManager.Game.Content); break; case 4: upgradeParticles[i] = new P4Upgrade(ScreenManager.Game, ScreenManager.Game.Content); repairParticles[i] = new P4Upgrade(ScreenManager.Game, ScreenManager.Game.Content); break; } upgradeParticles[i].DrawOrder = 600; repairParticles[i].DrawOrder = 600; ScreenManager.Game.Components.Add(upgradeParticles[i]); ScreenManager.Game.Components.Add(repairParticles[i]); } // Set the draw order so the explosions and fire // will appear over the top of the smoke. smokePlumeParticles.DrawOrder = 100; explosionSmokeParticles.DrawOrder = 200; projectileTrailParticles.DrawOrder = 300; explosionParticles.DrawOrder = 400; fireParticles.DrawOrder = 500; //starParticles.DrawOrder = 600; // Register the particle system components. ScreenManager.Game.Components.Add(explosionParticles); ScreenManager.Game.Components.Add(explosionSmokeParticles); ScreenManager.Game.Components.Add(projectileTrailParticles); ScreenManager.Game.Components.Add(smokePlumeParticles); ScreenManager.Game.Components.Add(fireParticles); //ScreenManager.Game.Components.Add(starParticles); projectiles = new List<Projectile>(); //stars = new List<Star>(); for (int i = 0; i < MAX_PROJECTILES; i++) { projectiles.Add(new Projectile(explosionParticles, explosionSmokeParticles, projectileTrailParticles)); //stars.Add(new Star(starParticles)); } upgradeEffect = new List<List<Upgrade>>(); upgradeCount = new int[5]; upgradeEffect.Add(new List<Upgrade>()); repairEffect = new List<List<Repair>>(); repairEffect.Add(new List<Repair>()); repairCount = new int[5]; for (int p = 1; p < 5; p++) { upgradeEffect.Add(new List<Upgrade>()); repairEffect.Add(new List<Repair>()); for (int i = 0; i < MAX_PROJECTILES; i++) { upgradeEffect[p].Add(new Upgrade(upgradeParticles[p])); repairEffect[p].Add(new Repair(repairParticles[p])); } upgradeCount[p] = 0; repairCount[p] = 0; } projectileCount = 0; cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); particleThread = new Thread(ThreadedUpdate); particleThreadExit = new ManualResetEvent(false); timer = System.Diagnostics.Stopwatch.StartNew(); }
/// <summary> /// Sets up default camera information /// </summary> protected void SetupCamera() { cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); view = cameraManager.ViewMatrix; if (glow == true) { this.startGlowScale = scale; this.endGlowScale = scale - 0.6f; this.currentGlowScale = scale; } }
/// <summary> /// Sets up default camera information /// </summary> protected void SetupCamera() { cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); view = cameraManager.ViewMatrix; }
public void SharedSetup(int playerNum, int teamNum, PlayerType type) { this.PlayerNum = playerNum; this.TeamNum = teamNum; this.Type = type; IsActive = true; IsDead = false; this.cameraManager = (CameraManager)ScreenManager.Game.Services.GetService(typeof(CameraManager)); //FIX THIS //HealthString = Health.ToString(); //MoneyString = Money.ToString(); SetupStatic(); //SetupNonStatic(); currentlySelectedPlayerStatus = PlayerMenuTabs.Status; if (Type == PlayerType.Human) playerMenuBg = ScreenManager.Game.Content.Load<Texture2D>("PlayerMenu\\player0" + playerNum); else playerMenuBg = ScreenManager.Game.Content.Load<Texture2D>("PlayerMenu\\player0" + playerNum + "computer"); screenManager = (ScreenManager)ScreenManager.Game.Services.GetService(typeof(ScreenManager)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { //Setup some basic input inputManager = new InputManager(); inputManager.AddInput(InputAction.Selection, Keys.Enter); inputManager.AddInput(InputAction.Rotation, Keys.Space); inputManager.AddInput(InputAction.RotateUp, Keys.Up); inputManager.AddInput(InputAction.RotateUp, Keys.I); inputManager.AddInput(InputAction.RotateDown, Keys.Down); inputManager.AddInput(InputAction.RotateLeft, Keys.Left); inputManager.AddInput(InputAction.RotateRight, Keys.Right); inputManager.AddInput(InputAction.StrafeUp, Keys.W); inputManager.AddInput(InputAction.StrafeDown, Keys.S); inputManager.AddInput(InputAction.StrafeLeft, Keys.A); inputManager.AddInput(InputAction.StrafeRight, Keys.D); //Menu Actions inputManager.AddInput(InputAction.MenuUp, Keys.Up); inputManager.AddInput(InputAction.MenuDown, Keys.Down); inputManager.AddInput(InputAction.MenuSelect, Keys.Enter); inputManager.AddInput(InputAction.MenuCancel, Keys.Back); this.Services.AddService(typeof(InputManager), inputManager); //Movement Actions inputManager.AddInput(InputAction.TileMoveUp, Keys.T); inputManager.AddInput(InputAction.TileMoveDown, Keys.G); inputManager.AddInput(InputAction.TileMoveLeft, Keys.F); inputManager.AddInput(InputAction.TileMoveRight, Keys.H); //Tower Action inputManager.AddInput(InputAction.TowerBuild, Keys.Space); //Setup Screen Manager screenManager = new ScreenManager(this); //Setup Camera cameraManager = new CameraManager(); this.Services.AddService(typeof(CameraManager), cameraManager); //Set Starting Screen screenManager.ShowScreen(new MenuScreenTest()); }