public void LoadTheStuffs(int levelIndex) { mainViewport = gameStateManager.game.GraphicsDevice.Viewport; player1Viewport = mainViewport; player2Viewport = mainViewport; if (GameStateManager.isMultiplayer) { player1Viewport.Width = player1Viewport.Width / 2; player2Viewport.Width = player2Viewport.Width / 2; player1Viewport.X = 0; player2Viewport.X = player1Viewport.Width; verticalDivide = new SpriteIMG(LoadTexture("blackLine"), new Vector2(mainViewport.Width / 2, mainViewport.Height / 2)); verticalDivide.scale = new Vector2(1, 32); } alphaDot = new SpriteIMG(LoadTexture("ShaderAssets/playerAlphaMask")); alphaDot.scale = new Vector2(2); switch (levelIndex) { case 0: level = new TestLevel(this); break; case 1: level = new Level1(this); break; case 2: level = new Level2(this); break; case 3: level = new Level3(this); break; case 4: level = new Level4(this); break; case 5: level = new Level5(this); break; case 6: level = new Level6(this); break; case 7: level = new Level7(this); break; case 50: level = new theBridge(this); break; case 99: level = new FinalBridge(this); break; default: level = new TestLevel(this); break; } alphaMask = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); renderTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); player1Objects = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); player2Objects = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); player1Backgrounds = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); player2Backgrounds = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); alphaPlayer = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); nonAlphaPlayer = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); finalTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); alphaBGPlayer = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); nonAlphaBGPlayer = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //alphaMask2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //renderTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //player1Objects2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //player2Objects2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //alphaPlayer2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //nonAlphaPlayer2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //finalTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //lightMask2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); //bgTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); multiFinalTarget1 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); multiFinalTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); alphaShader = LoadEffect("ShaderAssets/AlphaMapping"); lightingShader = LoadEffect("ShaderAssets/Lighting"); colorShader = LoadEffect("ShaderAssets/ColorTransform"); glowShader = LoadEffect("ShaderAssets/StrokeGlow"); warpShader = LoadEffect("ShaderAssets/Warp"); lightMask = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); auraTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); auraTargetOrigin = new Vector2(Game1.screenWidth / 2, Game1.screenHeight / 2); player2Aura = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); bgTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); bgTarget1 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); bgTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); lightningTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); warpTarget = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); warpTarget2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, Game1.screenWidth, Game1.screenHeight); gaussianBlur = new GaussianBlur(gameStateManager.game); gaussianBlur.ComputeKernel(BLUR_RADIUS, BLUR_AMOUNT); int renderTargetWidth = Game1.screenWidth; int renderTargetHeight = Game1.screenHeight; blurX = new RenderTarget2D(gameStateManager.game.GraphicsDevice, renderTargetWidth, renderTargetHeight, false, gameStateManager.game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.None); blurY = new RenderTarget2D(gameStateManager.game.GraphicsDevice, renderTargetWidth, renderTargetHeight, false, gameStateManager.game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.None); blurX2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, renderTargetWidth, renderTargetHeight, false, gameStateManager.game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.None); blurY2 = new RenderTarget2D(gameStateManager.game.GraphicsDevice, renderTargetWidth, renderTargetHeight, false, gameStateManager.game.GraphicsDevice.PresentationParameters.BackBufferFormat, DepthFormat.None); gaussianBlur.ComputeOffsets(renderTargetWidth, renderTargetHeight); //okayToDraw = false; gameStateManager.game.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, colorShader); player1.Draw(gameStateManager.game.spriteBatch); gameStateManager.game.spriteBatch.End(); gaussianBlur.PerformGaussianBlur(player1.texture, blurX, blurY, gameStateManager.game.spriteBatch); //okayToDraw = true; isLoading = false; player1.indicatorTexture = LoadTexture("player1Ideal"); player2.indicatorTexture = LoadTexture("player2Ideal"); List<IdealAnimationSet> player1Textures = new List<IdealAnimationSet>(); player1.idleSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 1, 1, 8, 8, 6, 8); player1Textures.Add(player1.idleSet); player1.runningLeadSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 1, 8, 8, 8, 1, 5, new Point(1,8)); player1Textures.Add(player1.runningLeadSet); player1.runningSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 2, 1, 8, 8, 8 ,8); player1Textures.Add(player1.runningSet); player1.runningEndSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 1, 8, 8, 8, 1, 5, new Point(1,8)); player1Textures.Add(player1.runningEndSet); player1.jumpingUpLeadSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 5, 1, 8, 8, 2,5, new Point(5,1)); player1Textures.Add(player1.jumpingUpLeadSet); player1.jumpingUpSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 5, 2, 8, 8, 4,8); player1Textures.Add(player1.jumpingUpSet); player1.jumpingDownLeadSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 5, 6, 8, 8, 4,5, new Point(5,6)); player1Textures.Add(player1.jumpingDownLeadSet); player1.jumpingDownSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 5, 7, 8, 8, 4,8); player1Textures.Add(player1.jumpingDownSet); player1.jumpingDownEndSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 6, 3, 8, 8, 1,5, new Point(6,3)); player1Textures.Add(player1.jumpingDownEndSet); player1.DyingSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 3, 1, 8, 8, 8,5, new Point(3,8)); player1Textures.Add(player1.DyingSet); player1.RevivingSet = new IdealAnimationSet(player1.regularTexture, player1.indicatorTexture, 4, 1, 8, 8, 5,8, new Point(4,5)); player1Textures.Add(player1.RevivingSet); List<IdealAnimationSet> player2Textures = new List<IdealAnimationSet>(); player2.idleSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 1, 1, 8, 8, 6, 8); player2Textures.Add(player2.idleSet); player2.runningLeadSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 1, 8, 8, 8, 1, 5, new Point(1, 8)); player2Textures.Add(player2.runningLeadSet); player2.runningSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 2, 1, 8, 8, 8, 8); player2Textures.Add(player2.runningSet); player2.runningEndSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 1, 8, 8, 8, 1, 5, new Point(1, 8)); player2Textures.Add(player2.runningEndSet); player2.jumpingUpLeadSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 5, 1, 8, 8, 2, 5, new Point(5, 1)); player2Textures.Add(player2.jumpingUpLeadSet); player2.jumpingUpSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 5, 2, 8, 8, 4, 8); player2Textures.Add(player2.jumpingUpSet); player2.jumpingDownLeadSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 5, 6, 8, 8, 4, 5, new Point(5, 6)); player2Textures.Add(player2.jumpingDownLeadSet); player2.jumpingDownSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 5, 7, 8, 8, 4, 8); player2Textures.Add(player2.jumpingDownSet); player2.jumpingDownEndSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 6, 3, 8, 8, 1, 5, new Point(6, 3)); player2Textures.Add(player2.jumpingDownEndSet); player2.DyingSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 3, 1, 8, 8, 8, 5, new Point(3, 8)); player2Textures.Add(player2.DyingSet); player2.RevivingSet = new IdealAnimationSet(player2.regularTexture, player2.indicatorTexture, 4, 1, 8, 8, 5, 8, new Point(4, 5)); player2Textures.Add(player2.RevivingSet); player1.showingRegular = true; player2.showingRegular = true; signalTexture = LoadTexture("signal"); //if (gameStateManager.goodness < 0) //{ // RenderTarget2D indicatorTarget = new RenderTarget2D(GraphicsDevice, player1.texture.Width, player1.texture.Height); // GraphicsDevice.SetRenderTarget(indicatorTarget); // GraphicsDevice.Clear(Color.Transparent); // colorShader.Parameters["DestColor"].SetValue(Color.Black.ToVector4()); // gameStateManager.game.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, colorShader); // gameStateManager.game.spriteBatch.Draw(player1.indicatorTexture, Vector2.Zero, Color.White); // gameStateManager.game.spriteBatch.End(); // player1.indicatorTexture = indicatorTarget; // RenderTarget2D indicatorTarget2 = new RenderTarget2D(GraphicsDevice, player2.texture.Width, player2.texture.Height); // GraphicsDevice.SetRenderTarget(indicatorTarget2); // GraphicsDevice.Clear(Color.Transparent); // colorShader.Parameters["DestColor"].SetValue(Color.Black.ToVector4()); // gameStateManager.game.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, null, null, null, colorShader); // gameStateManager.game.spriteBatch.Draw(player2.indicatorTexture, Vector2.Zero, Color.White); // gameStateManager.game.spriteBatch.End(); // player2.indicatorTexture = indicatorTarget2; //} if (gameStateManager.goodness < -5) gameStateManager.goodness = -5; switch (gameStateManager.goodness) { case -1: player1.indicatorAlpha = 204; player2.indicatorAlpha = 204; break; case -2: player1.indicatorAlpha = 153; player2.indicatorAlpha = 153; break; case -3: player1.indicatorAlpha = 102; player2.indicatorAlpha = 102; break; case -4: player1.indicatorAlpha = 51; player2.indicatorAlpha = 51; break; case -5: player1.indicatorAlpha = 0; player2.indicatorAlpha = 0; break; case -6: player1.indicatorAlpha = 38; player2.indicatorAlpha = 38; break; case -7: player1.indicatorAlpha = 0; player2.indicatorAlpha = 0; break; default: player1.indicatorAlpha = 255; player2.indicatorAlpha = 255; break; } //RenderIdealTextures(player1Textures, player1.indicatorAlpha); //RenderIdealTextures(player2Textures, player2.indicatorAlpha); }
public EventTrigger(Level level, LightningChain lightningChain) { this.eventLightning = lightningChain; }
public EventTrigger(Level level, EventObject eventObj) : this(level) { eventObjList.Add(eventObj); }
public EventTrigger(Level level, int eventID) : this(level) { this.eventID = eventID; }
public EventTrigger(Level level) { this.level = level; }